SFPTFimncp ion A
^
THE MAGAZINE FOR ATARI® COMPUTER 0\A/NE
:rs
^
i
WL
^^H
^^^^^^1
^^^^^^H
V
^^^^^^^^^^^^^^^^^^^^^^^^H
L
^^^V^
* *
Education
and the Atari
■I
t r - -1 r 1
'" ■ 9 1 @ 1 M
n r
^taw wM i w wiB a" "TB"
Decurttu H«
eook uaiue pr
Opening P/E
Current Price
nppn -SMb f ng density
Advanced spreadsheet
SynCalc"
Database management
Synrile+™
Grapliing and statistics
SynTrend™
Now your Atari computer
gets down to
business.
If you're a serious home
manager, a student, or run a
small business at liome, now
you can get sophisticated, inte-
grated software for your ATARI
computer with the same fea-
tures as the more expensive
IBM and Apple packages.
SynCalc
makes a spreadsheet
more manageable.
First, there's SynCalc, the most
advanced spreadsheet pro-
gram ever created for ATARI
Home Computers. Not only
does SynCalc help you get all
your numbers down easily it
also comes with a sorting fea-
ture, and the ability to label
and name your formulas like
"beginning inventory -I- goods
purchased -goods sold = in-
ventory on hand," as well as
standard entries. And SynCalc
also comes with "expert" com- c
mands, to use once you've be-
come more familiar with its
procedures. Plus many other
features found in the more ex-
pensive programs.
SynFUe-t- keeps Information
more organized.
SynFile-i- can function as
your database, your filing sys-
tem, With SynPile-i-, you can
reorganize and sort parts or
whole files instantly Not only
can you enter text, you can cal-
culate and update data as
well. And files from both Syn-
Calc and SynFile+ can also be
used by the ATARI word proc-
essor, AtariWriter™ for uses such
as mail merge.
SynTrend gives you
a more graphic way
tolooxaidata.
Next, there's SynTrend, which
can be the graphing and statis-
tical arm of your operation.
SynTrend allows you to vis-
ualize your data from SynCalc
or SynFile+ with either bar
graphs, pie charts, line graphs
or scatter plots. To do statistical
analysis, you can quickly calcu-
CIRCLE #101 ON READER SERVICE CARD
late means and variances,
standard deviations, or even
linear and multiple regres-
sions. It's pretty easy to under-
stand, eh? And also pretty easy
to operate because all three
programs come replete with
easy-to-understand "pop-up"
menus, to take you through
their paces step by step. And
remember, all three programs
can share data, which helps you
get the job done even faster
So get down to business with
SynCalc, SynFile-i-, SynTrend,
developed exclusively for
ATARI by Synapse. And see for
yourself why the cost of taking
care of business doesn't have to
put you out of it.
SynCalc, SynFile+, SynTrend are trademarks o(
Synapse Soltware Synapse is a registered trademark of
Synapse Software Corporalion. IBtvl and Apple are re-
spective trademarks of International Business Ivlachines
Corp., and Apple Computer
A
DISCOVER
WHAT YOU AND
ATARI'
CAN DO.
C 1984 Alan Inc All Rights Reserved ©A Warner Communications Company
SEPTEMBER 1984
THE MAGAZINE FOR ATARI COMPUTER OWNERS
COMPUTING
FEATURES
Spelling.SAM Ed Rybczyk 13
Balldrop Bill Boegelein 18
Spanish Study Guide Larry Nocella 21
Math Attack Manny Miller 23
Micro-Puzzler Larry G. Hearin 34
Air Attack Scott Sheck 39
The New Atari (CES Report) Arthur Leyenberger 47
Word Scramble Steven T. Murphy 52
Create-A-Font Datamaker E.K. Garringer 57
Typing Evaluator William Abell, Jr. 60
Money Hungry Donald R Murphy 63
Sound FX John Carmody 72
Son of Solid States Tom Hudson 79
Mathman Francisco R. Moncada 85
The Reading Program Ed Rybczyk 91
REVIEWS
The New Letter Perfect
(LJK, Inc.) Arthur Leyenberger 10
Printer Interfaces Charles Bachand 31
Gyruss (Parker Bros.) Tom Hudson 89
COLUMNS
In This Issue Jon A. Bell 4
Reader Comment 5
Griffin's Lair Braden Griffin, M.D. 7
D:CHECK/C:CHECK 43
Boot Camp Tom Hudson 74
Index to Advertisers 96
ANALOU (JUMPU IINU (ISSN 0744-9917) U published monthly for $28 per year by ANALOG Magaiine Corp., 565 Main StT«t. Cherry Valley, MA 01611. Second-class postage paid at Worcester, MA and additional mailing officea.
OUR STORIES
UCK IMAGINATION.
Because Infocom's inter-
active fiction is designed
,^^4^ to run on your imagination .
^ That's precisely why
there's nothing more interesting,
challenging or interactive than an
Infocom disk— but only after you've
put it in your
computer.
Once it's in,
you experience
something akin to waking up inside a
novel. You find yourself at the center
of an exciting plot that continually
challenges you with surprising twists,
unique char-
acters (many
of whom pos-
sess extraor-
ifttaTOniixvwAfftM;
dinarily developed personalities) and
original, logical, often hilarious puz-
zles. Communication is car-
ried on in the same way as it
is in a novel— in prose. And
interaction is easy— you type
in full English sentences.
But there is this key difference
between our tales and conventional
novels: Infocom's
interactive fiction is l^lpt:
active, never pas-
sive. The course of •
events is shaped by what you choose
to do. And you enjoy enormous free-
dom in your choice of actions
—you have hundreds, even
thousands of alternatives at
every step. In fact, an Infocom
CIRCLE #102 ON READER SERVICE CARD
□
interactive story is roughly
the length of a short novel in
content, but because you're
actively engaged in the plot,
your adventure can last for weeks
and months.
Find out what it's like to
get inside a story. Get one
from Infocom. Because with i«^B»- ^
Infocom's interactive fiction, » 1-—
there's room for you on every disk.
inpocoiK
For your: Apple II, Macintosh, Atari. Commodore 64, CP/M 8','
DECmate, DKC Rainbow, DEC RT-U. HP 150 & 110, IBM PC
& PCjr; KAYPRO II, MS-DOS 2.Q* NKC APC, NEC PC-8000.
Osborne. Tl Professional, TI 99/4A. Tandy 2000. TRS-80 Color
Computer. TRS-80 Models I & III.
"Use the IBM PC version for your Compaq and the MS-DOS 2.0
version for your Wang, Mindset. Data General System 10. GRtI)
and many others.
ANALOG STAFF
Editors/Publishers
MICHAEL DESCHENES
LEE H. PAPPAS
Managing Editor
JON A. BELL
Production Editor
DIANE L. GAW
Contributing Editors
BRADEN GRIFFIN, M.D.
TONY MESSINA
East Coast Editor
ARTHUR LEYENBERGER
For subscription information
and service
call toll-free:
1'800'345'8112
in Pennsylvania call
1-800-662-2444
West Coast Editor
JIM DUNION
Contributing Artist
DAVID NOZZOLILLO
Technical Division
CHARLES BACHAND
TOM HUDSON
KYLE PEACOCK
Advertising Manager
MICHAEL DESCHENES
Distribution
PATRICK J. KELLEY
Production/Distribution
LORELL PRESS, INC.
Contributors
WILLIAM ABELL, JR.
BILL BOEGELEIN
JOHN CARMODY
E.K. GARRINGER
LARRY G. HEARIN
LARRY NOCELLA
MANNY MILLER
FRANCISCO R. MONCADA
DONALD R MURPHY
STEVEN T MURPHY
ED RYBCZYK
SCOTT SHECK
ANALOG Magazine
Corp. is in no way
affiliated with Atari.
Atari is a trademark of
Atari, Inc.
ADVERTISING SALES
JE Publishers Representative
6855 Santa Monica Blvd., Suite 200
Los Angeles, CA 90038
Los Angeles — (213)467-2266
San Francisco — (415)864-3252
Chicago — (312)445-2489
Denver — (303)595-4331
ANALOG Computing
Home Office
Miclinei DesChenes
Nati[)n■^l Adverti.sing
(617)892-9230
Gerald F. Sweeney & Associates
P.O. Box 662
New York, NY 10113
(212)242-3540
Address all advertising tnatcrials to:
Micliael DesChenes — Advertising Production
ANALOG ComputinE
565 Main Street. Cherry Valley, MA 01611
ANALOG COMPUTING (ISSN 0744-9917) is published monthly for $28 per year
by ANALOG Magazine Corp., 565 Main Street, Cherry Valley, MA01611, Tel. (617)
892-3488. Second-class postage paid at Worcester, MA and additional mailing offices.
POSTMASTER: Send address changes to ANALOG COMPUTING, P. O. Box 615,
Holmes, PA 19043. No portion of this magazine may be reproduced in any form
without written permission of the publisher. Program listings should be provided in
printed form. Articles should be furnished as typed copy in upper and lower case with
double spacing. By submitting articles to ANALOG COMPUTING, authors
acknowledge that such materials, upon acceptance for publication, become the exclu-
sive property of ANALOG. If not accepted for publication, the articles and/or
programs will remain the property of the author. If submissions are to be returned,
please supply self-addressed, stamped envelope. U.S.A. Newstand distribution by
Eastern News Distributors, Inc., Ill Eighth Ave., New York, NY 10011.
Contents copyright ® 1984 ANALOG Magazine Corp.
PAGE 4
ANALOG COMPUTING
ISSUE 22
by Jon A. Bell
It's been three issues since we've printed commen-
tary on what's graced our pages, and, since our read-
ers have been clamoring for information on the
changes that have taken place in ANALOG, we
thought that we should address the queries.
What happened to Sally Forth?
Sally Forth has taken an extended vacation, rest-
ing her keyboard-weary fingers from the rigors of
opening mail and punching Forth code into her com-
puter. However, we do intend to resume our Forth
coverage very soon, so expect to see Sally — or one
of her relatives — return to our pages. Like Mr. Spock,
you just can't keep a good Forth programmer down . . .
Has Tom Hudson's BASIC Training been dropped?
I noticed that it wasn't in the last issue.
Never fear. BASIC Training will resume next issue.
In issue 20, we wanted to fit in as many printer util-
ities as possible, so Tom decided to work on his third
solid states article and hold BASIC Training until
later. Son of Solid States appears on page 79 of this
issue, in lieu of BASIC Training.
What happened to Our Game?
Our Game will not be returning to ANALOG, due
to Joel Gluck's intensive work and school schedule.
What we intend to do is use Tom Hudson's BASIC
Training as the new springboard from which to de-
velop a BASIC game. However, Joel is not permanent-
ly leaving our pages. He is working on a number of
new programs (some in Action!), which we hope to
publish in the not-too-distant future.
And now, center stage. . .
The topic of this issue is education and the Atari
. . .and, to illustrate this, we're featuring a wealth of
educational games and tutorial programs. In our edu-
cational review column, Griffin's Lair, Braden Griffin
takes a look at Atari Speed Reading.
Kicking off this issue's educational programs is Ed
Rybczyk's Spelling.SAM, a program that teaches spell-
ing fundamentals by actually sounding out the word
being spelled. This program is to be used with Don't
Ask Software's Software Automatic Mouth (SAM)
voice synthesizer. Another program by Ed Rybczyk,
The Reading Program, appears on page 91.
Haven't brushed up on your foreign language study
since your high school days? Then take a look at Larry
Nocella's Spanish Study Guide on page 21. Si usted
no comprende esta frase, debe commencer con esta
programma. . . rapidamente.
Math Attack, by Manny Miller, shows that teaching
math facts and having fun needn't be mutually exclu-
sive. This fast-action game is for either one or two
players. Micro-Puzzler, by Larry G. Hearin, enables
you to take a Datasoft Micro-Painter screen and turn
it into a computerized jigsaw puzzle.
Like to solve your daily newspaper's "jumbled word"
puzzles? Then Steven T Murphy's Word Scramble may
be for you. Featuring three different levels of difficul-
ty and a vocabulary of three hundred words, it should
keep you and your friends amused for hours.
If your typing is in need of some improvement, try
William Abell, Jr.'s Typing Evaiuator, on page 60. It
does the job of some commercially-available typing
trainer programs for the cost of entering in less than
one magazine page of code.
In Boot Camp this issue, Tom Hudson covers the
remainder of the 6502 operation codes. Next issue.
Boot Camp will begin exploring the world of useful
6502 programming. Tom also presents the third part
in his series of three-dimensional object representa-
tion in Son of Solid States, page 79.
Should you desire to teach math to the younger
set, check out Francisco R. Moncada's Mathman on
page 85. Like Math Attack, it teaches addition, sub-
traction and multiplication, and the program itself
is shorter, to boot (pun intended).
And finally, arcade game fans need not unsheathe
their hari-kari swords, for we have Scott Sheck's Air
Attack for BASIC fans and Donald Murphy's game
Money Hungry for all you assembly freaks.
Time's a-wasting. Plug in that BASIC cartridge and
start typing. D
Bacterion! Update.
Some of our readers have reported difficulty
running Bacterion! (ANALOG issue 20) on
their 600 and 800XL computers. Game authors
Kyle Peacock and Tom Hudson are working on
a fix for this problem, which we will present
in a future issue.
ANALOG COMPUTING
Sound advice.
Since you only deal with Atari
computers, maybe you could help
me out with a little problem.
I also subscribe to another elec-
tronic magazine, which recently
showed consumers how to hook
their Commodore VIC-20 up to
their stereo system.
Could you, in a future issue,
show us how to hook up our stereo
systems to an Atari?
Thank you very much.
Bill Fasser
El Paso, TX
If your Atari computer is an 800,
800XL or a 1200XL, then it is very
easy to add sound that can be heard
through your stereo to the system.
What you need is a S-pin DIN con-
nector (which may be purchased from
any Radio Shack store) that plugs in-
to the side or back of your computer
A shielded audio cable with an RCA-
type phono connector on one end
should be wired to the DIN connec-
tor by soldering the shield to pin 2
and the center conductor to pin 3.
Then just plug everything together
and enjoy.
Unfortunately, if you have a 400
or 600XL, this cannot be done. It
would mean adding extra wiring and
components to your computer — and
voiding the warranty. While this might
not bother some, we feel that giving
out such information (which we don't
have on hand, anyway!) would lead
to the possible destruction of several
home computers by those not familiar
with electronics.
-CB
Boot cramp.
I have found a solution for all
of those Atari owners who have
a 600XL or 800XL and are strug-
gling to load boot cassettes.
For XL owners who aren't used
to holding down the OPTION key
during power-up, BASIC will re-
turn at the end of the load. With
your disk drive turned off, type
DOS, and your program should
come to life. This simple solution
will prevent you from having to
re-load the entire program all over
again. Just make sure that your
disk drive is off.
When you type DOS, the com-
puter gives control to the disk
operating system. If DOS does not
exist in memory, then it gives con-
trol to the program that was just
loaded in. I have had much suc-
cess using this procedure; hope
others do, too.
Mark Larson
Bakersfield, CA
If, after loading the boot tape,
your computer has a black screen
instead of the READY prompt, press
RESET. The READY prompt will
appear, and you can continue with
the DOS operation.
-TH
400 Memory
expansion.
1 am new to computing and I'm
interested in increasing the mem-
ory of my Atari 400.
I am also a recent subscriber
and would like to know if there
have been previous articles regard-
ing memory expansion. If there
are no such articles, would it be
possible to run one in the future
regarding the actual installment of
the memory boards and use of the
computer with these installed? Any
information would be greatly ap-
preciated.
Sincerely,
David Raudenbush
Pine Grove, PA
There are several companies that
make expansion memory for the 400
computer, in either 32K or 48K sizes.
They, however, require that the pres-
ent 1 6K memory board in the com-
puter be replaced with the new board.
32K boards required a simple board
change, while 48Ks also need a small
amount of soldering to be done.
These boards are made by such
companies as Mosaic, Axlon, Intec,
etc., and their ads can usually be
found in our magazine, in either this
issue or back issues.
As to an article possibly appearing
in a future issue, 1 know that we are
planning a 600XL memory expansion
article, but — unfortunately — have
no word for one on the model 400.
-CB
The Best For Less
INDUS GT
$349.95
—GUARANTEED LOWEST PRICES—
WE'LL BEAT ANY "CALL" PRICE
ATARI 800XL $269.95
ABATI DAISYWHEEL PRINTER. $399.95
APE FACE PRINTER INTERFACE . $59.95
UNIVERSE $69.95
ULTIMA III $39.95
FLIGHT SIMULATOR II $39.95
JUPITER MISSION $39.95
SPACE COWBOY $19.95
FREE TRADER $19.95
FLAK $24.95
SEASTALKER (Infocoms latest)$34.95
BROADSIDES $29.95
50 MISSION CRUSH $29.95
RAILS WEST $29.95
QUESTRON $39.95
SEVEN CITIES OF GOLD $34.95
FINANCIAL COOKBOOK $39.95
BEACH-HEAD $29.95
RETURN OF HERACLES $24.95
ULTIMA III HELP BOOK $12.95
Please add S2.50 shipping (56.00 outside USA)
California residents add 6%.
Send stamped Self Addressed Envelope
for FREE CATALOG
COMPUTER GAMES +
BOX 6144
ORANGE CA 92667
(714) 639-8189 i
CIRCLE #136 ON READER SERVICE CARD
AT LAST!
A nationwide public domain
copy service ! Some of the best
programs ever w/ritten for the
Atari are in the Public Domain.
But you would spend HOURS
downloading by phone (if you
have a modem), WEEKS waiting
for a user-group Disit of the
Month (if you are a club member),
or a month between issues of your
favorite Atari magazines, and still
not find the quality, quantity, or
selection that LotsaBytes
provides on each disk.
Our Master Library contains
thousands of the latest and
"classic" programs that we have
gathered from user-group disl<
libraries, the most popular
Bulletin Board Systems, and the
public domain pages of your
favorite Atari magazines. Only the
finest are selected and copied
with as many as 25 different
programs per disit, andthen made
available to you at the
unbelievable LOW PRICE OF
JUST $7.95 each.
*DISK #1 — 25 Game programs
on two full disk sides. Selections
include most of the latest and
most desirable "arcade" quality
games. $7.95
•DISK #2 - 25 Utility programs.
This useful assortment will help
you to unleash the full power of
your computer. S7.95
•DISK #3 - 25 Advanced
Musicsystem files on two lull disk
sides. Complete with a public
domain Player program. Now you
can listen to your Atari playing
many of your favorite "top 40" and
classics. $7.95
** FREE BONUS **
With your order lor any three (3)
disks we will send you your
choice of either;
1. ATARI XL TRANSLATOR
DISK that enables XL owners to
use most 400/800 software - FREE
or
2. An all-different Advanced
Musicsystem disk with the Player
program - FREE !
LotsaBytes is pleased to also
present a fine commercial
program by special arrangements
with Lee Actor, the author of the
Award Winning Advanced
Musicsystem. The all new,
machine language, improved
Advanced Musicsystem II
Specify 16K cassette or 24K disk.
Full instructions. Originally
S29.95. LofsaSyfes price only
$14.95.
FULL 10C% replacement
guarantee. Any disks found to be
defective will be replaced free and
we will also refund your return
postage.
All oictcif. are shipped by First Class US
Mail. Add SI 50 per order stripping and
handling Inlernatioiial add 75"., US lands
only Calilornra residents add 6' '\t sales tax.
CheclfS or Money Orders only Sorry, no
COD Please allow two weehs loi personal
checks to clear
LotsaBytes
15445 Ventura Blvd.. Suite 10H
Sherman Oaks. CA 91413
Alan IS Ihe regis lerecl Iriidemark o( Alan inc
1 would like to thank Raymond
Berube for his fair review of our
MPP MicroRam 64K memory
board for the Atari 600 XL, which
appeared in issue 19 of ANALOG.
The review contained several cri-
ticisms of this product to which I
would like to respond.
Apparently Mr. Berube had one
of the very early pre-production
models of the memory board. The
circuit board in these early units
(there were less than 100 released,
mostly as samples to distributors,
dealers, etc.) did not have the card
edge connector on the back side
for continuation of the expansion
bus. Further, until the circuit board
could be modified for the case,
these early units had to be glued
together. Neither of these less-
than -satisfactory features are to
be found on the regular produc-
tion units.
Regarding price, the suggested
retail price of this unit has been
reduced to $119.95.
Jon North, Sales Manager
Microbits Peripheral Products
Albany, OR
XBASIC
MACHINE LANGUAGE POWER FROM BASIC
XBASIC is a less than 3K machine language
enhancement to ATARI* BASIC which provides
30 new functions supporting string and integer
arrays, PM graphics, special ANTIC modes,
vertical blank sound, fast I/O and memory
functions.
Compare MICROSOFT BASIC® or BASIC XL"'
with XBASIC's features:
• Retains ATARI* BASIC'S syntax error
checking
• Completely compahble with ATARI* BASIC
• Application programs do not require user
ownership
• No license fee for applications
• Loaded with BASIC source— no separate
loading
• Completely supports the tape user
• PRICE: TAPE OR DISK $29.95
Average customer rating 9 out of 10
Isn't it worth $29.95 to save hours or weeks
writing your next program?
SUPERware
Order 2028 Kingshouse Rd. Dealer
Now! Silver Spring, MD 20904 Inquiries
(301) 236-4459 Invited
Phone orders: 2-10 PM, EST, M-F
MC, VISA, AMX, Check, M.O. accepted
Include $2 shipping, MD residents add 5% tax.
Write SUPERware for your FREE copy of BASIC
MAGIC I - programming tricks for the ATARI.
Promotion or probity?
I feel I must comment on the
editorial entitled Darkness at Noon,
published in issue 19. This is the
second time you have published an
editorial in a similar vein, the first
being Whither Atari in issue 9, and
I feel that you are doing the Atari
community a real disservice.
The function of ANALOG, as I
see it, is to promote Atari com-
puters. Any other goal would be
counter-productive to the maga-
zine's survival. This does not mean
that you should not mention faults
and/or criticisms, but that the criti-
cism should be presented in a con-
structive manner. There is nothing
in this recent editorial that would
give one any reasonable hope that
Atari will continue as a force in
the microcomputer field.
Atari makes a fine machine, the
equal or superior to many, more ex-
pensive machines currently on the
market. I have owned mine for sev-
eral years now, and, in spite of
many modifications, it has never re-
quired service. Most of the people
I know who own Ataris have had
the same good fortune. Compare
that to the 20-30% return rate on
Commodores or the 50%+ rate on
the Adam. The computing power
is comparable to the Apple. It has
a vast software base, including sev-
en or eight languages. So why does
it seem that so many Atarians
downgrade, or are apologetic about
their machines? Do we have some
sort of a death wish?
This problem is compounded by
magazines which seem to delight
in finding fault with the very ma-
chines they claim to support. (Why
is it that I never see editorials like
this in Commodore, Apple or IBM
magazines?) When I was shopping
for a computer, I made a point of
buying several machine -specific
magazines to determine what the
users thought of their machines. If
I had read an editorial such as
CIRCLE #137 Ot^ READER SERVICE CARD
CIRCLE #119 ON READER SERVICE CARD
(Reader Comment
continues on page 71)
ISSUE 22
ANALOG COMPUTING
PAGE?
Griffin^s
Lair
Educational
Programs
Revieiv
k
by Braden E. Griffin, M.D.
For those of you who immediately turn to Griffin's
Lair as soon as you receive your issue of ANALOG,
without so much as looking at the cover, I would like
to say, "Hi, Mom." The rest of you are already aware
of this issue's emphasis on education. The programs
found in this month's ANALOG will prove to be
worthwhile educational tools. Adapting these pro-
grams to individual needs provides the opportunity
to create a unique educational environment. One does
not have to spend megabucks on commercial software
to enhance the learning process.
Unfortunately, the word "educational" has the con-
notation of being tedious, unexciting and, often, in-
voluntary. In a Madison Avenue attempt to combat
this attitude, one prominent software company has
coined the term "edu-tainment!" William Safire could
probably get a whole column out of that one. Every-
one should appreciate the inherent pleasures of learn-
ing. We should also live in a world without war and
hunger, but my plans for that are a little beyond the
scope of this column. ANALOG readers, an erudite
and select group {really!), realizing the value of know-
ledge, will find this issue very beneficial.
In an act of extreme mercy (divine intervention?),
my soapbox has just been destroyed by a bolt of light-
ning. I guess it's high time to get on with the show.
ATARI SPEED READING
ATARI, INC., Home Computer Division
P.O. Box 50047
San Jose, CA 95150
16K Cassette $74.95
"Darlin', trace this call — 'cause I don't know where
I am." The glut of reading material inundating many
people today does give one the feeling of being lost.
Whether keeping pace with the news of the world,
maintaining expertise in one's own business, cram-
ming for a final (also, one's business), staying current
with the plethora of computer magazines (whose num-
bers will soon outstrip porno mags) or simply trying
to get through the book(s) we received for Christmas,
the ability to read faster and comprehend more would
be a great asset. In addition, the increase in leisure -
time activities has made nearly everyone wish they
had more time for reading. Unless we blow up our
TV sets, disconnect our computers and move to Ice-
land, there is never going to be enough time. Since
most of us aren't willing to sacrifice our pleasures, the
only options are to stop reading (perish the thought)
or to read faster.
To rescue us from this stagnation of priorities,
methods to teach rapid reading skills have been de-
veloped. Atari Speed Reading incorporates many of
PAGES
ANALOG COMPUTING
ISSUE 22
these methods in a do-it-yourself
program designed to improve both
speed and comprehension.
The program consists of eight
separate units on four cassettes and
a superb reading workbook. A fifth
cassette is included as an adjunct
to outside reading and the mainte-
nance of the newly-acquired skills.
Each unit has a similar format and
consists of six elements. Each ses-
sion begins with a WARM-UP EX-
ERCISE, which gets one moving
fast and concentrating. A reading
window highlights a word on the
screen, then it moves over a sep-
arate series of words. When the
appropriate matching word is high-
lighted, one presses the joystick fire
button. The units differ slightly on
the matching word required. The
initial exercises are just seeking an
exact word match. Others match
synonyms, antonyms or phrases.
The rate at which the entries are
highlighted by the window can be
varied, offering a greater challenge
as progress is made.
One of the limiting factors in
reading fast is that many people
tend to subvocalize, or talk silent-
ly to themselves, as they read. Us-
ing the exercise above, one can
practice seeing the words without
pronouncing them. This is an im-
portant concept, emphasizing that
one's reading speed, even for em-
ployees of overnight delivery ser-
vices, relies on understanding, not
on being able to speak fast.
The PHRASE-READING EX-
ERCISE comes next. In this drill,
the reading window will highlight
phrases as it proceeds through a
short portion of prepared text. A
metronome-like tone accompanies
the window movement. The rate
can, again, be increased as skills
improve. The purpose of this exer-
cise is to force the reader to take
in more information with each eye
stop, or fixation. It promotes fast,
efficient eye movements between
these stops in a left to right proces-
sion, referred to as saccadic move-
ments. By pushing one forward, it
discourages regressions, or move-
ments from right to left within the
same line.
The next element is the PACED
& TIMED READINGS. For these
exercises, selected articles in the
workbook are read while the com-
puter supplies the pacing tone and
timer. Pressing the fire button ini-
tiates the timer and then stops it
when the reading is finished. The
articles vary from 1500 to 2500
words, and most are quite interest-
ing in themselves. Each selection
is followed by a quiz, to help moni-
tor how well one is retaining the
material. A score of 70% is felt to
be a minimum standard of achieve-
ment. The reading in this part of
the program is fairly easy, enabling
the user to concentrate on speed
while still maintaining an accept-
able degree of understanding.
Each segment focuses on the
NEW TECHNIQUES used to im-
prove reading efficiency. A variety
of exercises in the workbook are
Connect Any Parallel-Input
Printer to Your Atari Computer
WORKS WITH ALL ATARI COMPUTERS (INCLUDING
XL SERIES) • WORKS WITH ALL PARALLEL-INPUT
PRINTERS • WORKS WITH ALL SOFTWARE • HIGHEST
QUALITY, LOWEST COST • TWO YEAR WARRANTY
You no longer have to settle for Atari's bulky, expensive 850 Interface
Module whien for just $89 you can connect any parallel-input printer
to any Atari computer using Axiom's ParallAx-AT printer interface.
We even supply the cables and connectors. A 36-pin connector
plugs into the printer while a 13-pin Atari connector plugs into
any open socket on your Atari computer. The open socket on
the ParallAx-AT can be used for "daisy-chaining" other
Atari peripherals.
Our ParallAx-AT is compatible with all software designed to
run with a standard parallel-input printer.
The $89 ParallAx-AT printer interface is available at leading
department, discount and computer stores.
For the Outlet Nearest You, Call 818/365-9521
1014 Griswold Ave.
AXIOM CORPORATION
San Fernando, CA 91340 • 818/365-9521
TWX: 910-496-1746
CIRCLE #103 ON READER SERVICE CARD
ISSUE 22
ANALOG COMPUTING
PAGE 9
employed to accomplish this. Scanning techniques
are developed using an excerpt from a telephone di-
rectory. Several of the units stress the importance of
skimming methods and include some excellent drills
to refine them. One unit teaches how to incorporate
the skimming techniques with note taking and out-
lining skills. This latter section is extremely well done
and will unquestionably enhance study habits. The
final unit deals with the use of the different techniques
as they relate to the purpose of the reading.
The fifth element is the FLEXIBLE READING por-
tion. Using the computer-controlled timer without
the paced tone, the selections are read as rapidly as
possible, while maintaining a pace that does not inter-
fere with one's understanding of the material. There
is a wide range of reading difficulty in the excerpts
used, serving to illustrate the flexible natures of these
skills. Specialized topics with an unfamiliar vocabu-
lary require a different degree of intensity and pace
than an article about a subject with which the read-
er is quite conversant. A selection from Gray's Anat-
omy is used to demonstrate this. It is obvious that a
great deal of thought went into the selection of the
reading matter for each unit. Apart from specifically
underscoring the respective techniques stressed in
each unit, every one of the selected texts stimulates
interest, helping maintain a high level of concentra-
tion. Again, a short quiz follows this section to en-
sure that an adequate measure of understanding is
continued.
The final element is the READING PROGRESS
GRAPH. At this point, the reading rates and com-
prehension scores for the paced, timed and flexible
reading sections are entered, and a Reading Efficien-
cy Index is calculated and plotted on a graph show-
ing one's progress.
Before beginning the programmed course, the stu-
dent is given a reading pretest. Using the computer-
controlled timer, one reads a selection at a normal
rate and answers the questions following the section.
Current reading rate is thus determined and will serve
as a baseline for the succeeding exercises. Each unit
should take about two hours to complete. If two units
are completed per week, the course can be finished
in one month, a pace considered to promote the best
progress.
RIE
Does it really work? Definitely. The key is motiva-
tion. The success of any speed reading course depends
heavily on the enthusiasm of the participant. I have
always considered myself a slow reader. My excuse has
been that, with so much to read from medical school
on, I might only have the time to read something
once, so I had better read slowly and remember it the
first time. These habits influenced my reading in all
areas. It took me days to read a novel most people
finished in one night. Granted, I remembered every
detail, but I'm not often quizzed on Asimov's Foun-
dation Trilogy.
read t n
9
gobble
up
seem a
T
But
is it
a Li 1 he r
i 1 i iB.S
Psrsong f e a ,
ST e to
1 f ,
. 1 nq
lake
Ihrea t
a(
of y n .'••
SI a d
:oor-se„ and nuat I can
baoks at what used to
!5fronain::icai rate.
the course
«iieiiitsft4!(f>^r
prompted
was the
T he p i 1 es
Atari Speed Reading.
Knowing that begirming a new book meant many
hours of reading, I frequently opted not to even start.
No more. Having completed most of the program,
I now realize that I was never a slow reader, only a
lazy one. My biggest surprise came during the very
first unit. My reading speed nearly doubled after just
a few exercises. Were the warm-up drills responsible?
I don't think so. What happened was that I concen-
trated on reading fast and retaining the material. I
mean, I really worked at it. How often have you sat
down to read something important and found your-
self rereading sections and drifting away? Most of us
put very little effort into reading, and that makes us
lazy readers. This program points out bad habits and
helps eliminate them. 1 am not only reading faster,
but with greater confidence.
Apparently, a number of studies have shown that
the majority of people who develop speed reading
skills revert back to their old habits after several
months. These skills must be practiced. One may be
able to ride a bike, but riding fast requires one to keep
working at it. Mental skills are no different; they must
be kept in shape. The final cassette helps maintain
these skills by providing a pacing and timing program
to use with reading material not found in the work-
book.
Atari Speed Reading uncovers one's reading poten-
tial and develops it to the fullest. A good investment
for adults, it is a great one for our children. And yet,
I wonder. . . now that I can type and read incredibly
fast, why does it still take me forever to write this
coll
n
Next issue, Dr. Griffin will take a look at Info-
corns new "educational" adventure-type game, Sea'
stalker.
PAGE 10
ANALOG COMPUTING
ISSUE 22
The
Ne^v
Letter Perfect
LETTER PERFECT 6.0
LJK, INC.
7852 Big
Bend Blvd.
St. Louis,
MO 63119
(314) 962-1855 |
48K Disk
$99.95
by Arthur Leyenberger
Having been a user of LJK's Letter Perfect for al-
most two years, I've found it to be the premier word
processor for the Atari. Now LJK has released a new
version that adds significant capabilities to Letter Per-
fect's already long list of features. The new program
comes with an entirely rewritten manual and a spell-
ing checking program (Spell Perfect). Rather than re-
view the entire package, I'll describe the new features
and how they differ from the older version.
A manageable manual.
The most obvious improvement is in the documen-
tation. The previous manual was unreadable and con-
fusing. With the new manual, the first-time user has
it much easier. The 86 -page typeset manual is now
in a 5x8 inch spiral bound format containing many
user -friendly features.
How can a manual be user-friendly, you ask? Well,
it now includes a good index , a glossary of word pro-
cessing terms and a well-written tutorial on how to
use the program. There are also several printer work-
sheets for Centronics, Epson, NEC, Prowriter, Qume
and Okidata printers. Information on various printer
characteristics and default values used by the program
are also included.
The printer material contained in the new manual
corresponds to the many printer configuration files
on the disk. Any of these can be edited and perma-
nently saved, should you decide to reconfigure your
system. Also, proportional printing is supported for
the C.Itoh Prowriter, NEC8023 and Centronics -type
(like the Epson FX-80) printers. Blank worksheets
are provided for users whose printer is not one of the
above.
Program clarity.
Another major change in Letter Perfect is the
method of program delivery. Previously, two two-sided
disks were supplied — one with a 40-column program,
the other with an 80-column program (for the bit-3
80 -column board). The back of each disk contained
the printer driver editor program. Now, one disk is
supplied, containing three variations. When the pro-
gram is booted, you are asked to select a 40-column,
bit-3 80-column or Austin-Franklin 80-column mode.
(LJK has told me that they will support the new Atari
80-column card in the 1090 Expansion Box, when
it becomes available.) Once this choice is made, the
user selects the applicable printer and can then edit
the parameters of the printer file. A separate printer
driver editor is no longer necessary.
When the configuration process is complete, the
information is saved to the program disk, so that it
will be automatically used the next time the disk is
booted. Should you decide to change any of this in-
formation, holding the ESC key down when booting
allows you to reconfigure the program. Since LP is
not copy-protected, you may have several program
disks, each with a different system configuration.
ISSUE 22
ANALOG COMPUTING
PAGE 11
As mentioned before, Spell Perfect is included in
the main program. It counts the number of words in
your document and allows you to check for misspell-
ings. Unlike the separate Spell Perfect package, this
version does not allow you to add to the dictionary
disk or create your own dictionary. There just wasn't
enough room on the program disk. It's still a useful
feature and adds to the product's value.
By the way, if you're an owner of the earlier ver-
sion of Letter Perfect, you may obtain the new pro-
gram simply by sending a copy of your registration
form and $30 to LJK. Since the new Letter Perfect
is larger than the original by about 6K, some very
large files created by the first will not completely fit
into the new editor. LJK is aware of this, and their
policy of allowing you to keep the older version when
you upgrade is quite considerate.
Menus, modes and more.
Among the many improvements, menu selections
can now be made by either positioning the cursor
over the desired choice and pressing RETURN (as
before) or by pressing the first letter of the menu op-
tion. Once a file has been loaded or saved, the pro-
gram remembers its filename— and that becomes the
default name when saving.
Double-density mode may be selected for your text
disks, allowing you to save twice the amount of infor-
mation on one disk. Trak, Rana, Indus, Percom and
generic disk drives (with an ATR8000) are all sup-
ported. Although there is no direct single-to-double
density conversion function, you can perform this
operation if you have two drives. To do so, load a
single-density file into LP and choose the configura-
tion option on the main menu. Make your second
drive the "file" drive and change the density to dou-
ble. Then, all you have to do is save the file — it will
be saved as a double -density file. Repeat this process
for each single-density file, one at a time.
Other useful new features include: easier and more
understandable delete functions for buffer, paragraph,
tabs, entire file, before and after cursor and up to mar-
ker; a blinking cursor indicating that you are in in-
sert mode, or overwrite mode is being maintained,
even if you leave and re-enter the =1 conditional page
breaks; special characters like tilde and curly brack-
ets; non-overwriting tab; immediate cursor movement
to the end of the file without scrolling; and the abil-
ity to fix the width of your edit window, to be able
to see how your text will look on paper.
Almost perfect.
Is there anything 1 don't like about the new ver-
sion of Letter Perfect? Yes, a couple of things. 1 use
an Epson FX-80 printer and have gotten used to the
way it works with the original. The new version uses
half-spacing for all Epson printers, so you will need
to change your printer spacing, margins and header/
footers. But, once you get it right, you can forget
about it.
Another minor irritation is the character delete
function. In the earlier LP, pressing CNTRL-DEL
would continuously and rapidly delete characters from
the right. Now, that same command results in a slow-
er, jerky movement. Of course, you can always use
the new word delete command to accomplish almost
the same thing.
Finally, some of the commands have been changed.
As in any major software rewrite, the addition of new
commands forces new meanings on some of the old
ones. For example, the key sequence CNTRL-, used
to mean global replace. This same command now
produces a left-curly bracket. CNTRL-CAPS has be-
come the command for a global replace.
Fortunately, none of the reassigned meanings are
destructive — you cannot inadvertently wipe out any
text or files. In order to minimize confusion, I creat-
ed a table of the old and new functions and commands
(see Table 1 below). And, most importantly, the new
Letter Perfect does not require the translator disk on
Atari's XLs.
Aside from a few small gripes, version 6.0 of Let-
ter Perfect is a major revision of the program that
maintains its already impressive features while adding
quite a few more. It remains the best currently avail-
able word processor for the Atari. D
Table 1.
Letter Perfect Comparison
Chart
Function
Old LP
New LP
Cursor movement
Top of text
CNTRL-CLEAR
CNTRL-CLEAR
One word right
CNTRL-Y
One word left
CNTRL-W
Previous page
CNTRL-;
CNTRL-Q
Next page
CNTRL-Q
CNTRL-O
Next paragraph
CNTRL-6
Top of page
CNTRLT
CNTRL-CLEAR
Bottom of page
CNTRL-O
Jump to marl<er
CNTRL-X
Deletion
Word right
CNTRL-N
Word left
CNTRL-L
Current line
SHIFTDEL
CNTRL-5
All after cursor
CNTRL-Y
CNTRL-KA
All before cursor
CNTRL-W
CNTRL-KB
Up to marker
CNTRL-N
CNTRL-KM
All text
CNTRL-X
CNTRL-KN
End of Paragraph
CNTRL-KP
Copy Buffer
CNTRL-K
CNTRL-KC
All tabs
CNTRL-KT
Text moves
Copy to buffer
CNTRL-/
CNTRL-7
Copy from buffer
CNTRL-CAPS
CNTRL-9
Lift from buffer
CNTRL-L
CNTRL-8
Continuous scroll
CNTRL-O
CNTRL-4
Fix window width
CNTRL-3
Conditional pg. break
CNTRL-V%
Halt printer
CNTRL-VI
Global replace
CNTRL-,
CNTRL-CAPS
Show tabs
CNTRLT
Always the Lowest Prices on the Finest Quality
at. . . COMPUTER CREATIONS
A
ATARI
ATARI HOME COMPUTER
ATARI 600" Home Computer (1 6K RAM) CALL FOR
ATARI SOGXL" Home Computer (64K RAM) UPDATED PRICES
DISK DRIVES
RANA 1 000
TRAK AID 2 (Single/Double Density/Parallel Int. /4k buffer:
TRAK ATD4 (Dual Drive)
TRAK TURBO DOS
INDUS GT (Free Software)
ASTRA 1 620
ATR - 8000
HAPPY ENHANCEMENT tor Atari 81 and 1 050 Disk Drives . . . .
CALL
FOR
UPDATED
PRICES
ATARI ADDITIONAL EQUIPMENT
ATARI 1010" Program Recorder
ATARI 1 020" 40-Column Color Printer/Plotter
ATARI 1 025" 80-Column Printer CALL
ATARI 1 027" Letter Quality Printer FOR
ATARI 1 030" Direct Connect Modem UPDATED
ATARI 1050" Disk Drive PRICES
CX77 ATARI Touch Tablet"*
•Screen Dump Program FREE!! with purchase of 0X77
HARDWARE COVERS
ATARI 1010 5.95
ATARI 1200 5.95
ATARI 1025 5.95
ATARI 600XL 5.95
ATARI 1050 5.95
ATARI 800XL 5.95
ATARI 1027 5.95
GEMINI 10X 5.95
GEMINI 15X 7.49
POWERTYPE 5.95
DELTA-15 7.49
RANA 1000 5.95
INDUS 5.95
TRAK 5.95
DISKETTE/CARTRIDGE/
CASSETTE FILES
Flip 'N' File 3.95
Flip'N' File 15 6.95
Data Defender 1 6.99
Flip'N'File/TheOriginal ... 19.95
Cassette'N'GameFiie .... 14.95
Disk Bank 3.99
Library Case 1.99
Color Coder 13.99
RAM (MEMORY) BOARDS
Microbits 64K(600XL)
Expansion 1 29.00
AUTHORIZED SERVICE CENTER
ATARI • TRAK
STAR MICRONICS (GEMINI)
Call for prices and services.
ATARI PLATO SYSTEMS
The Electronic Highway To The Universe
Over 6000 Educational Programs
SYSTEM I SYSTEM II
Atari 1030 Modem Atari 850 Interface Module
Atari Plato Cartridge Atari Plato Cartridge
Anchor Mark XII Modem
$1 59 $549
GENERIC DISKS
1 or 2 Boxes
3 - 9 Boxes
10+ Boxes
Bulk Diskettes with Sleeves ■
>^
FANTASTIC
PRICES!!
Generic 100% Defect-Free/Guaranteed Mini-Floppy Disks
Diskettes (1 Box Minimum) - 1 Per Box
SS/SD SS/DD DS/DD
15.49 15.99 19.99
14.49 14.99 18.99
13.99 14.49 17.99
■ Price per Disk
SS/SD SS/DD DS/DD
10-29 1.45 1.49 1.89
30-99 1.35 1.39 1.79
100+ 1.29 1.35 1.69
PRINTERS
GEMINI 1 OX (80 Column) 269.00
GEMINI 15X (136 Column) 399.00
DELTA 10 (80 Column) 419.00
RADIX 10 (80 Column) 639.00
RADIX 15 (136 Column) 749.00
POWERTYPE Daisywheel 379.00
EPSON RX-80 (80 Column) 339.00
EPSON RX-80 FT (80 Column) 469.00
EPSON FX-80 (80 Column) 555.00
EPSON FX-100 (136 Column) 749.00
SILVER-REED EXP 500 Daisywheel (80 Column) 399.00
OKIDATA92P 449.00
EPSON RX100(136 Column) 439.00
PRINTER INTERFACE CABLES
APE FACE 65.00
MPP-1 150 Parallel Printer Interface 79.00
PARALLEL Printer Cable 30.00
PRINTER RIBBONS
GEMINI Printers (Black/Blue/Red/Purple) 3.00
EPSON Printers 6.95
MONITORS
Gorilla" Hi Res 12" Non-Glare Green Screen 89.00
Gorilla" Hi Res 12" Non-Glare Amber Screen 99.00
Sakata SC 1 00 Color Screen 239.00
Sakata Green Screen 99.00
Sakata Amber Screen 109.00
Monitor Cable i o.OO
MODEMS
MPP-1 OOOC Modem 129.00
Signalman Mark XII Modem 269.00
To order call TOLL FREE
1-800-824-7506
ORDER LINE ONLY
COMPUTER CREATIONS, Inc.
P.O. Bo 292467 - Dayton, Ohio 45429
For information call: (513) 294-2002 (Or to order in Ohio)
Order Lines Open - 8:30 a.m. to 8:00 p.m. Mon.-Fri.; 1 0:00 a.m. to 4:00 p.m. Sat. (Eastern Standard Time). FREE Catalog with each
order. Minimum $1 per order. Prepaid Money Order - Free Shipping. MasterCard - Visa - C.O.D. (Add $2.50). All orders add $3 60
shipping and handling in Continental United Slates. Actual freight will be charged outside U.S. to include Canada, Alaska. Hawaii
Puerto Rico and A.P.O.'s. Price is subject tochange without notice. Call for update prices and availability of product. Ohioresidents add
6% sales tax.
CIRCLE #104 ON READER SERVICE CARD
ISSUE 22
ANALOG COMPUTING
PAGE 13
Spelling. SAM
A spelling program
using Don't Ask's S.A.M
32K Disk
by Ed Rybczyk
When I first received SAM (Software Automatic
Mouth by Don't Ask Software — $59.95) last Christ-
mas, the first priority was to add speech into all the
great "shoot 'em up, save the world" game program
listings typed in over the past year. Hearing the score
updated was great; and the verbal reassurance that
the world had been saved, at least for that round, was
comforting. It wasn't until later — and after complete
satiation, for I am truly a games junkie — that another
application for SAM smacked me in the face.
My older son came home from school with a list
of words to be learned as part of his homework. As
any computer parent knows, it's much easier to get
the children to play with the computer than to do
their homework. We had previously written programs
for math facts, a joystick game to differentiate nouns
from verbs, and experimented with cassette recorder
spelling routines (POKE 54018,52 turns the pre-
recorded cassette on; POKE 54018,60 turns it off).
What a perfect application for SAM! How else can
a spelling program work — without hearing the word
to be spelled? Other elements of a good education
program (immediate reinforcement, use of audio and
visual reinforcers and correction of mistakes) were built
in, and the result is Spelling.SAM. The program re-
quires less than 8K and is loaded after SAM is booted.
Press the START key to hear the word. This can
be done as many times as desired, and SAM will
repeat the word. When you're ready to spell the word,
press SELECT.
Spelling.SAM can be tinkered with, and any im-
provements are welcomed. Care must be taken when
adding words in Lines 1000-1998. Incorrect phonetics
will cause the word not to be spoken during program
operation. Instead, the console will beep twice. Use
the SAM documentation glossary for help. Spelling
words are limited to ten spaces.
The program can be changed to use RECITER.
This will alleviate phonetic problems but could cause
poor enunciation. Change the following to use RE-
CITER:
Line 20 — SAM = 8199 and each of the
phonetics to text in Lines 1000-1310. Also,
change the phonetics to text in Lines 22, 331,
501, 701, 801, 851 and 1005.
The boot procedure is changed to: (1) Boot
SAM; (2) USE a disk containing RECITER and
MEM.SAV; (3) USE DOS option L to load RE-
CITER; and (4) LOAD SPELLING.SAM.
(Program documentation and listing
continued on next page.)
PAGE 14
ANALOG COMPUTING
ISSUE 22
Program routines.
Line
Function
10 -45
Opening graphics
55 '97
Opening music
99 ' 170
Speech
200 ' 220
Evaluation graphics
300 ' 410
Keyboard input
420
Evaluation
430
Random selection of correct
reinforcements
440 ' 499
Correct reinforcement #1
500 ' 599
Correct reinforcement #2
600
Random selection of
correcting mistakes
610 ' 699
Correcting mistake #1
700 - 795
Correcting mistake #2
800 ' 845
Scoreboard
850 ' 852
Closing graphics
860 - 995
Closing music
1000 ' 1999
Spelling words
10000 ' 10020 Out of data graphics
If you don't own a SAM disk, what are you waiting
for? Add the world of speech to your programs. It really
i% a lot of fun. D
4 REH KKKKKKMMMKMKKKKKKKKK
5 REM « SPELLING. SAM «
6 REM « BY «
7 REM » ED RVBCZYK «
8 REM « ANALOG COMPUTING *
9 REM KKlCKKlCKMICMlCKKKimKKMK
18 GRAPHICS 1+16:SETC0L0R 4.10,0
20 SAH=81S2:DIM SAM$ C255) , DS CIO) ,E5C10
)
22 SAMS="/HEH4L0N. MAY4 NEY4M IHZ SAE
4M":A=USRCSAM)
25 P OSITION 0,1:? tt6;"ttttttitttttttttttmttmttmt
30 POSITION 5,5:? tt6;"MELC0ME T0":P0SI
TION 4,8:? tt6; "SPELLING SAM"
35 POSITION 8,12:? tte;"E22ww"
40 POSITION 3,15:? tt6;"ME'LL HAVE FUN"
: POSITION 3,18:? tie; "SPELLING MORDS"
45 POSITION 0,22:? tl6 ; "tttttHtt HHUHMI II UH tW
ttitttmt"
55 READ L:IF L=-l THEN 99
60 READ JA:JA=INT(258/JA)
65 SOUND 0,L,ie,8
70 IF L=0 THEN 80
75 SOUND 1,L*1,10,8
88 FOR P=l TO JA:NEXT P
85 SOUND 0,0,0,0
90 SOUND 1,0,0,0
92 FOR P=l TO 5:NEKT P
94 GOTO 55
95 DATA 121,6,109,6,97,6,109,1,0,8,121
,8,109,8,97,8,109,1
96 DATA 0,8,121,4,96,6,91,8,96,4,91,2,
121,2,96,2,108,1
97 DATA 8,4,189,4,92,2,109,8,121,2,110
,6,105,2,97,4,109,1,121,1,-1
99 RESTORE 1000
180 READ SAMS,ES:DS3""
110 IF SAM5="000" then 10088
125 GRAPHICS 1+16 :SETCOLOR 4,10,8:P0SI
TION 2,2:? tt6;"LISTEN CAREFULLY": POSIT
ION 3,4:? 1*6; "FOR THE WORD I"
138 POSITION 3,6:? tt6;"H0ULD LIKE YOU"
: POSITION 6,8:? tt6:"T0 SPELL .": POSITIO
135 POSITION 1,14:? tt6;"PRESS Start TO
HEAR THE NORD ." :POSITION 1,19:? tt6;"P
RESS select TO CONTINUE."
140 POKE 53279,8
150 IF PEEKC53279)=6 THEN A=USRCSAM)
168 IF PEEK 1532795=5 THEN 288
178 GOTO 148
288 GRAPHICS 1+16 :SETCOLOR 4,18,8:P0SI
TIOH 4,2:? tt6;"HDM IS THAT": POSITION 3
,4:? tt6;"M0RD SPELLED?"
218 POSITION 8,8:? tt6;" *M>Cl(ltlCKlCKKMlCKXK
itHHHf*" : POSITION 8,12:? tt6;" KIClClCKlCKMKlClC
KKKKMKKKK "
228 POSITION 8,17:? I«6;"TYPE IN YOUR A
NSMER": POSITION 8,28:? 116;" THEN PRESS
RETURN ."
388 LENGTH=18:LINE=ie:C0L=5
318 IF KB=8 THEN OPEN tll,4,e,"K:":KB=l
312 POSITION COL, LINE
315 GET ttl,}f
320 IF X>=32 AND X<=95 AND LENCDfXLEN
GTH THEN DS CLEN CD$) +1) =CHR$ tX) :? n6;CH
R$fX};:G0T0 315
330 IF X<>12e THEN 488
348 IF LENCDSXl THEN 488
358 IF LENfDS)=l THEN DS=""
368 IF LEN(DS)>1 THEN D$=D$fl,LENfD$)-
1}
378 POSITION C0L+LENCD$),LINE
388 ? 116;" "
390 POSITION COL+LENCD$),LINE
488 IF X=155 THEN 428
418 GOTO 315
420 IF D$<>E$ THEN 600
438 R=INTC2«RNDC1))+1:0N R GOTO 448,58
8
440 GRAPHICS 1+16 : SETCOLOR 4,6,0
441 SAM$=:"YUH3AAR RAY2IH7T . " : A=USRCSAM
)
442 POSITION 3,3:? I«6;"THAT'S GREAT!!"
:POSITION 2,6:? lt6;"Y0U GOT IT RIGHT"
445 POSITION 0,9:? 116 ; "2«Q«{2«2*2»0«2»G
«{2«{2k"
458 POSITION 3,12:? tt6;"Y0U SPELLED TH
E":P0SITI0N 3,15:? tt6;"H0RD ";ES:POSIT
ION 5,18:? tt6; "CORRECTLY,"
460 ED=ED+1
478 FOR J=l TO 3
475 FOR K=-168 TO 168 STEP 18
488 SOUND 8,ABSCK)+95,18,8
485 FOR L=l TO 2:NEXT L:SETCOLOR 4,J+3
,8
498 NEXT K:NEXT J
495 SOUND 8,8,8,8
496 FOR P=l TO 688: NEXT P
499 GOTO 888
588 GRAPHICS 1+16 :SETCOLOR 4,6,0
581 SAM$="UEH4RIY GUH4D" : A=USR CSAM)
502 POSITION 3,3:? tt6;"Y0U'RE RIGHT!!"
:POSITION 2,6:? tt6;"I'M PROUD OF YOU"
585 POSITION 0,9:? 116 ; "3«aJi{3«£3*!3*H3*£3*{3
«{3»2^"
518 POSITION 3,12:? tt6;"Y0U SPELLED TH
E": POSITION 3,15:? tt6;"H0RD ";ES: POSIT
ION 5,18:? tt6; "CORRECTLY."
530 JAN=JAN+1
550 FOR J=8 TO 48 STEP 4
560 SOUND 0,J,8,J/5:SETC0L0R 4, J, 8
578 NEXT J
575 FOR J=48 TO 8 STEP -4
588 SOUND e,J,8,J/6+3:SETC0L0R 4,J,0
590 FOR K=l TO t70+J«31 /2 :NEXT K
593 NEXT J
595 SOUND 0,e,e,8:SETC0L0R 4,8,8
596 FOR P=l TO 600: NEXT P
599 GOTO 800
600 R=INTC2«RNDfl))+l;0N R GOTO 610,70
618 GRAPHICS 1+16 :SETC0L0R 4,3,0
611 SAMS="TRAY4 /HAa4RDER . " : A=USR (SAM)
612 POSITION 7,3:? 1*6 ; "SORRY, ": POSITIO
N 2,6:? tt6;"THAT'S HOT IT !!"
615 POSITION 0,9:? 116 ; "E3»i3»[3)t{2»G«G«{2*{3
«{2»I2*"
628 POSITION 3,12:? «6;"V0U SPELLED TH
E":P0SITI0N 3,15:? tt6;"H0RD ";ES:POSIT
ION 5,18:? tt6;"LIKE THIS:"
ISSUE 22
ANALOG COMPUTING
PAGE 15
638 POSITION 5,21:? tt6;D$ : KURT=KURT+1
650 FOR J=10 TO 280 5TEP 4
660 50UND 8, J, 10, J/25
670 FOR K=l TO J/10: NEXT K
675 NEXT J
680 SOUND 0,20,0,14
698 SOUND 1,255,18,15
693 FOR K=l TO 188: NEXT K
695 SOUND 8,0,8,8:S0UND 1,8,8,8
696 FOR P=l TO 508:NEXT P
699 G0T8 888
788 GRAPHICS 1+16 : SETCOLOR 4,8,8
781 SAH$="DHAE4TZ NAAT IH4T . " : ArUSRCSA
782 POSITION 7,3:? tt6;"HR0NG,":P0SITI0
N 2,6:? «6;"THAT'S INCORRECT"
7i^ POSITION 0,9:? tt6;"i2J#*{2«|3*C3«S«OM{2
710 POSITION 3,12:? tt6;"V0U SPELLED TH
E":P0SITI0N 3,15:? tt6;"M0RD ■';ES:POSIT
ION 5,18:? tt6j"LIKE THIS:"
728 POSITION 5,21:? tt6;D5 : ADAM=ADAM+1
730 FOR J=l TO 8
748 SOUND 8,42,2,18
758 FOR K=l TO 28: NEXT K
768 SOUND 0,0,0,0
770 FOR K=l TO 20
780 NEXT J
798 FOR K=:l TO 1288: NEXT K
795 SOUND 0,0,0,0
888 GRAPHICS 1+16:SETC0L0R 4,6,0
881 SAM$="/HIY4RS Y0H4R SK0H4R" : A=USR f
SAN)
882 POSITION 2,4:? tt6;"S0 FAR YOU HAVE
■ II
818 POSITION 5,8:? tt6;ED+JAN;" CORRECT
812 POSITION 5,12:? tte; KURT+ADAM;" MRO
NG"
815 IF ED+JAN>KURT+ADAM THEN POSITION
4,16:? 116; "PRETTY GOOD!"
820 IF ED+JAN<=KURT+ADAN THEN POSITION
5,16:? »6;"TRV HARDER"
822 POSITION 1,20:? tte;"ANOTHER WORD?
tY/NJ"
825 FOR J=l TO 8
826 SOUND 8,121,18,8:S0UND 1,128,10,8:
S8UND 2,8,18,2:F0R X=l TO 5:HEXT X
827 SOUND 0,128, 10, 8:S0UND 1,138,10,8:
SOUND 2,18,10,4
828 FOR X=l TO 5: NEXT X
829 NEXT J
838 SOUND 8,8,0,0:S0UND 1, 0,0,8 :SOUND
2,0,8,8
831 GET t»l,Z
848 IF Z=89 THEN 188
845 IF Z<>78 THEN 831
858 GRAPHICS 1+16 :SETCOLOR 4,10,8
851 SAM$="THAE4NXK YUH4 ." : A=USR (SAM)
852 POSITION 5,10:? «6;"BYE BYE !!"
860 RESTORE 980
878 READ DURATION: IF DURATI0N=-1 THEN
END
888 DURATI0N=INT(DURATI0N«15)
898 READ PITCH: IF PITCH=8 THEN 918
999 PITCH=PITCH»3
910 SOUND 0, PITCH, 18, 8
928 SOUND l,PITCH+l,io,8
930 FDR M=l TO DURATION : NEXT H
940 SOUND 8,8,8,8
950 SOUND 1,0,8,8
968 FOR H=l TO 3: NEXT H
970 GOTO 870
988 DATA 2,47,2,68,1,81,3,60,2,47,2,68
,1,53,3,53,2,47,2,68,1,45,2,45,1,45
998 DATA 1,47,1,47,1,53,1,53,3,68,1,8,
1.5,47, .5,53,1,60,1,53,1,47,1,47,2,47,
1,53,1,53,2,53
995 DATA 1, 47, 1,40,2,40, 1 . 5,47, . 5, 53, 1
,60,1,53,1,47,1,47,2,47,1,53,1,53,1,47
,1,53,3,60,1,8,-1
1888 DATA KUHPYUH3TER, COMPUTER
1818 DATA SER4CH, SEARCH
1828 DATA AHBAH4T, AB8UT
1930 DATA AE4FTER, AFTER
1848 DATA TRAY4AENXGUL, TRIANGLE
1858 DATA SER4KUL, CIRCLE
1868 DATA /HAN4S, HOUSE
1070 DATA IHNVEH4NT, INVENT
1080 DATA TEY4BUL, TABLE
1899 DATA BAA4TUM, BOTTOM
1100 DATA /HYUH4MUN, HUMAN
1110 DATA NAXSHIY4N, MACHINE
1120 DATA HA04TER, HATER
1130 DATA PEH4NULTIY4, PENALTY
1140 DATA KHEH4SCHUN, QUESTION
1150 DATA BIH4ZIY,BUSY
1160 DATA TRAE4FIXK, TRAFFIC
1170 DATA SAY4IHNS, SCIENCE
1189 DATA BRAH4DHER, BROTHER
1190 DATA S0H4LJER, SOLDIER
1200 DATA JAH4MP,JUMP
1210 DATA TEH4RAXBUL, TERRIBLE
1220 DATA VEYKEY4SHUN, VACATION
1230 DATA AE4NSER, ANSWER
1240 DATA MAA4RKIXT, MARKET
1250 DATA KAE4NDIY, CANDY
1260 DATA CHIH4LDRIXN, CHILDREN
1270 DATA SIH4NXGUL, SINGLE
1280 DATA AE4PUL, APPLE
1290 DATA CHA04KLIXT, CHOCOLATE
1300 DATA EH4R0HR, ERROR
1310 DATA AE4DREHS, ADDRESS
1999 DATA 000,000
10009 GRAPHICS 1+16 :SETCOLOR 4,14,0
10005 SAM$="SAA4RIY.":A=USR(SAM}
19019 POSITION 7,5:? B6;"S0RRY, " :POSIT
ION 4,19:? tl6;"I DON'T KNON": POSITION
3,15:? tt6 ; "ANYMORE WORDS."
19015 FOR X=l TO 750: NEXT X
19020 GOTO 858
CHECKSUM DATA.
(see page 43)
4 DATA 560,216,352,946,589,579,136,464
,945,572,656,464,239,359,489,7388
68 DATA 473,177,260,627,45,296,285,289
,643,8,728,833,139,882,626,6231
125 DATA 396,395,422,285,698,531,716,8
22,777,71,690,489,75,575,183,7117
330 DATA 911,155,202,841,933,482,939,7
52, 794, 850, 848, 128, 323, 736, 999, 9723
459 DATA 983,438,399,549,197,434,479,1
97,564,739,118,732,533,989,973,8144
530 DATA 41,144,637,759,337,674,948,76
8,31,566,741,843,120,982,436,8027
615 DATA 994,928,79,81,672,363,766,574
,639,540,9,566,743,116,431,7591
792 DATA 712,993,927,874,313,578,145,9
9,148,766,329,113,124,764,291,7168
818 DATA 145,210,983,197,471,317,788,2
88,84,759,417,589,528,829,333,6858
851 DATA 935,186,241,962,22,759,392,14
5,168,243,97,183,82,755,728,5882
999 DATA 224,469,487,46,128,117,681,39
7,192,639,175,393,664,858,210,5512
1130 DATA 115,197,308,771,584,761,598,
888,93,357,483,565,291,248,588,6751
1280 DATA 196,328,237,534,350,428,202,
922,435,744,4376
For those readers who do not have Software
Automatic Mouth, it is available from:
Don't Ask Software
2265 Westwood Blvd.
Los Angeles, CA 90064
(213) 477-4514
32K Disk $59.95
FOR
ALL
ATARI COMPUTERS
BEST SELLERS FROM
THE PROGRAMMERS WORKSHOP
TWO DRIVES FOR
THE PRICE OF ONE
THE
ASTRA
1620
MORE DISK DRIVE FOR YOUR MONEY ...
In fact, with the ASTRA 1620, you get two superb Disk
Drives for the price of one. The ASTRA 1620 is Single
or Double Density (software selectable) and completely
compatible with ATARI DOS or OSA + DOS. When
used as Double Density, the ASTRA 1620 has the
same capacity as Four ATARI 810® Disk Drives.
■A Satisfaction Guaranteed ir
INCLUDED: at no extra charge
One Copy of Home Writer and One Copy of Smart DOS.
THE HOME WRITER $39.00
The HOME WRITER is an easy to use word proces-
sor which includes a carefully selected group of func-
tions that are at your disposal immediately. The func-
tions are as follows: SAVE, LOAD, REVIEW, PRINT-
OUT, or EDIT. All the popular editting features avail-
able on the ATARI Home Computer in direct prog-
ramming mode are also available with HOME WRIT-
ER. You may also search for phrases or strings, load
off of either disk or cassette, and number pages auto-
matically. Unlike other small word processing pro-
grams, HOME WRITER does not wrap-around when
at the end of a line. Right and left margin justification
is available for any type parallel printer. 48K.
FILING SYSTEM $39.00
FILING SYSTEM allows the user to configure any
type of data file imaginable. Examples are recipe
cards, mail lists, reminders for birthdays, check-ups,
etc., complete inventories (home and business),
personnel files, customer call-ups, price list, and
much, much more. You may retrieve data using any
field or combination of fields. Files also may be
saved, sorted, and printed in a preset format that you
configure. Uses either a single or a double density
disk drive. Three preconfigured files are included — a
Mailing List, a Price List, and a Household Inventory.
24K minimum. Now in double density.
THE PROGRAMMERS WORKSHOP
5230 Clark Ave., Suite 19
Lakewood, CA 90712
(213) 920-8809
DESK SET $39.00
DESK SET is a perpetual calendar, an appointment
calendar and also a card file. Thie perpetual calendar
is a calendar of every month, past, present or future.
The appointment calendar allows up to 15 entries to
be made each day. The card file is a mail list program
which holds up to 200 addresses. The printing format
of card file includes continuous lists, labels or en-
velopes. Files can be printed; all the files from one file
number to another; by zip code; by state or by
selected files. DESK SET is an easy way to organize
your life. 40K
FINANCIAL CALCULATOR $29.00
The program answers virtually any questions con-
cerning the cost of money, loans, and interest earned
on savings, loans and investments. Plus, this pro-
gram will give a complete interest earned table and
amortization table. This program is a must for anyone
serious about money. 32K.
FORECASTER $29.00
Forecast future events based on past information.
Forecast profits, costs, sales trends, prices, test
scores, virtually anything. Edit, save on disk and test
various elements to determine the outcome.
FORECASTER is a powerful "what if" program - a
must for business. 24K
STAT PLUS $29.00
STAT PLUS is the most powerful statistic tool we
have seen. Run sample space, mean, variance and
standard deviation. Do probabilities using binomial,
poisson or normal distribution. Also, do students'
t-test, Mann-Whitney U test and Chi Square. Do
linear regressions; may use 1-12 independent vari-
ables. Interact a sample from one module to another,
edit, rank and print out. 24K min.
DISK FIX KIT $29.00
It takes more than a speed adjustment to properly set
up an Atari® 810 Disk Drive. Do it Right - Test Disk,
Cleaner, Tools, Special Oil, Swabs and complete in-
structions.
TOf-^ m-\ r~ D . VISA/MasterCard, check or money order accepted. If charge, please include expiration date o1 card. Ship-
vJriLJtlri. ping and Handling software $1.50, disk drive, $10.00. California residents add sales tax. Phone or mail.
ATARI is a registered trademark of Warner Communications
CIRCLE #105 ON READER SERVICE CARD
MILES
ACCOUNTING
SYSTEM 11
The Finest Accounting Software Available for the Atari Today
It's g ood for business.
Who says the Atari is just a
games machine? Not us. And we
have the software to prove it.
There's no longer any reason to
spend thousands for a "business
computer" when your Atari and
Miles Accounting System II can
handle any accounting situation
your business can throw at it.
Miles Computing has the hands-
down, best accounting software
available for the Atari today. We
think you'll agree.
The Critics' Choice.
The critics agree. Here's what
some of them said about Miles
Payroll System:
"The package is flexible and capable of
holding and manipulating a wide spectrum of
information. In fact, it is hard to think of an area
the program does not cover."
—Desktop Compifling
"The performance of Miles Payroll System is
excellent. It handles all its promised features
quickly and easily. ...It is an easy-to-learn
progiam that is very powerful."
—hiJoU'orM
"The documentation is excellent — well-
written, clear and concise."
—Desktop Compiiliiig
"So much for the Atari's reputation of teinga
games-only machine."
—Desktop Computing
Hardware Requirements: Atari computer
with 48k, any 80 column (minimum) printer,
and 2 disk drives (single or double density).
Double density drives will greatly increase the
capacity of Miles Accounting System II.
Price: $14,'i per mcxlule. Buy any 3 nxxlules and
get the 1th one free.
InfoWorM
Miles
Payroll System
m
ana
a a a M
"In all respects —
features,
performance, ease of
use, documentation
and support — this is
a professionally
conceived and
executed program.
We look forward to
other business
software from Miles
Computing that will
serve the needs of
Atari owners."
—InJoWorld
The Complete
Accountin g S ystem.
There are six separate modules
in the system. Each functions
individually as a complete stand-
alone program. All six modules can
also be easily linked resulting in an
extremely powerful integrated
accounting system.
G/I,
General Ledger System*
Allows interactive maintenance of the chart
of accounts file, including add, change/inquiry
and delete. Handles up to thirteen accounting
periods, supixirts multiple profit centers, prints
source cross-reference reports, financial
statements (Income Statement, Balance
Statement, Statement of Cash Flow).
A/R Accounts Receivable System*
This comprehensive system processes and
maintains records from customer invoices and
cash receipts, calculates service charges,
maintains sales history and credit rating
records. Allows aging. Handles both open items
and balance forward customers.
A-T
Accounts Payable System***
Keeps accurate status of all outstanding
obligations: prints cash requirements rejxirt,
allows flexable payment selection, including
partial payments, prints A/P checks and check
register, prints vendor analysis report.
CIRCLE #106 ON READER SERVICE CARD
PAYROLL
Payroll System
Cumulative totals are maintained for each
employee, as well as complete reporting, check
writing, and W-2 reporting. Allows weekly,
biweekly, semimonthly or monthly pay periods,
handles Federal, State and City taxes, FICA,
SDI, Group Insurance, Federal and State
Unemployment Insurance, maintains
cumulative totals and Worker's Com|3ensation,
prints paychecks and W-2's. Gives 941
information.
|l/C| Inventory Control System**
Provides complete control of your resale
inventory: not in stock items, items on order,
items at or below reorder point, complete
Vendor Item Report, suggested Purchase Order
to Vendor. Allows for inventory costing by
either average cost, LIFO or FIFO, and handles
multiple pricing per items.
|OE/l| Order Entry Invoicing System**
For entry of sales orders and shipping data,
and printing customer orders, invoices and
shipping papers. May also used to maintain
address records, generating back orders for
partially filled orders. Orders are automatically
printed when shipping dates are entered into
the system. Provides 0/E and editing, handles
credit memos, prints picking tickets, price lists
and stocking status reports.
** Available end of 2nd quarter 1984
*** Available 3rd quarter 1984
See for yourself.
Ask your local computer dealer
to show you one of our self-
running demos, or call us directly.
Miles ahead of the pock.
MILES COMPUTING
7136 Haskell Avenue Suite 300
Van Nuys, California 91406
(818) 994-7901
PAGE 18
ANALOG COMPUTING
ISSUE 22
BALL
DROP
16K Cassette or Disk
by Bill Boegelein
Interesting programs don't always have to be of eye-
straining length; there are some which don't require
typing until your fingerprints have vanished. Balldrop
is one such program.
Program Listing 1 does manage to accomplish quite
a bit in its less than forty BASIC lines. When run,
it will simulate a random demo called Balldrop. Im-
agine a board mounted vertically, on which are ar-
ranged in a symmetrical triangular pattern 171 nails.
Marbles of equal size and weight are dropped onto
the top nail and can randomly bounce either to the
left or right each time they come in contact with the
nail. If a thousand marbles were dropped, how many
would fill each of the nineteen compartments at the
bottom?
Inner workings.
The program runs surprisingly fast for being writ-
ten entirely in BASIC. Lines 0-50 set screen color,
margins and DIMs, and clear needed variables. The
variable MARBLES in Line 50 should be set to the
desired number of marbles to be dropped. Lines 100-
200 draw the screen. Lines 200-300 drop one mar-
ble at a time onto the top peg. Line 240 randomly
sets RN to either +1 or —1. When this is added to
the X in the POSITION statement, it moves the mar-
ble one position left or right, while Line 270 erases
its old position. This is a fairly common way to create
the pseudo -animation effect seen here. Lines 300-400
keep track of the totals seen at the screen's bottom
in the array C(XPOS) and print this total vertically
in the corresponding position.
Variations on a theme.
Adjust the variable MARBLES in Line 50 to the
number of marbles to be dropped in the demonstra-
tion. Use CTRL-1 to halt and restart the program
where desired. If the program is left running over ap-
proximately eight minutes, the Atari will automati-
cally enter the attract mode and rotate the screen
through various colors. Hit the space bar to bring
things back to normal. The program can be renum-
bered in any increment, for it contains no internal
line references, no GOTOs, GOSUBs or TRAPs. It
can also be condensed with multiple statements per
line to reduce its overall length and increase its speed
slightly.
New and improved.
Add the following lines to Listing 1 to include a
much faster machine language subroutine to speed up
the Balldrop animation.
ISSUE 22
ANALOG COMPUTING
PAGE 19
6e DIM HL$tl5e)
78 FOR 1=1 TO 108: READ BYTE :ML5 <I,IJ=C
HRS tBYTEJ : TTL=TTL+BYTE : NEXT I
88 IF TTL014882 THEM ? "ERROR IM DATA
LIME5":5T0P
98 5PEED=5:ML5<82,82J=CHRSCSPEEDJ :REM
SPEED 1=FA5T TO 255=5L0M
228 XXK=USR(ADRfML$}]
230 REH
248 REM
258 REM
268 REM
278 REM
288 REM
298 REM
1888 DATA 184,169,8,141,8,218,169,3,14
1,15,218,169,19,133,283,169
1818 DATA 1,133,284,169,5,141,8,210,16
9,168,141,1,218,165,203,133
1828 DATA 85,165,284,133,84,169,28,32,
164,246,165,283,133,85,165,284
1838 DATA 133,84,169,8,141,1,218,173,1
8,218,74.74,74,74,74,74
1848 DATA 74,281,8,288,2,169,3,24,181,
283,133,283,198,283,198,283
1858 DATA 162,5,282,168,8,136,192,8,28
8,251,224,8,288,244,169,32
1868 DATA 32,164,246,238,284,165,284,2
81,28,288,168,96
CHECKSUM DATA.
{see page 43)
68 DATA 929,68,805,97,959,85,88,91,94,
97,188,183,714,647,995,5864
1838 DATA 489,648,811,725,2665
Then delete Lines 220-290, replacing them with
the single statement:
215 XXK=U5RCADR(ML$)J :REM THI5 LINE RE
PLACE5 LIMES 228-298
The variable SPEED in Line 90 can be varied from
1 to 255 to increase the program's running speed.
SPEED=1 will produce an effect barely visible,
SPEED = 255 slows it dramatically.
Normal distribution.
The program simulates what is known as "normal
distribution," and the totals at the screen's bottom
can be predicted fairly accurately by drawing what is
called a "Pascal's triangle," like this:
1
1 1
1 2 1
13 3 1
14 6 4 1
1 5 10 10 5 1
1 6 15 20 15 6 1
1 7 21 35 35 21 7 1
1 8 28 56 70 56 28 8 1
Each number in the sequence is found by adding the
two numbers immediately above it. If this triangle was
carried out to the 19th level that is represented in
the Balldrop demo, it would read:
1-18-153-816-3868-8568-18564-31824-437
58-48628-43758-31824-18564-8568-3868-8
16-153-18-1
Probability predicts that this should be the result after
the demo drops 262,143 marbles. Using a more
reasonable sample of 10,001, the result should come
very close to:
8-1-6-31-117-327-788-1214-1669-1855-16
69-1214-788-327-117-31-6-1-8
An actual sample run of 10,001 resulted in totals of:
8-3-6-36-126-386-691-1155-1716-1843-16
44-1246-769-292-126-37-5-8-8
A predicted run of 46,663 should be:
8-3-27-145-545-1525-3305-5665-7789-865
5-7789-5665-3385-1525-545-145-27-3-8
The actual run showed:
8-4-27-158-511-1623-3358-5653-7789-858
5-7743-5815-3375-1482-546-126-33-1-8
. . .AH fairly close approximations of the normal
distribution curve.
In conclusion.
I'll leave it to our avid readers to design a similar
3'D version, in which the marbles are dropped onto
a pyramid of suspended pegs, allowing eacb marble
to fall randomly to the bottom. Good luck. D
8 REN MKMKltltMMMHKKMKXKMMmt
1 REM « BALLDROP »
2 REM » BILL BOEGELEIN «
3 REM * ANALOG COMPUTING «
4 REM MXMKICKMKKKMMKKKICICKMM
18 GRAPHICS 0:TRAP 40008
28 POKE 82,8:P0KE 83,39:P0KE 718,8:P0K
E 752,1:? "IV ICKMMMKKKMKICKKICK BALLDROP «
MKMKMMKMMWKlCmC ";
38 DIM CC37J,NUM5C7}
48 FOR CLEAR^l TO 37 STEP 2:C(CLEAR}=8
'NEXT CLEAR
58 MARBLES=18e8:REM SET MARBLES TO DES
IRED AMOUNT
188 REM . . . DRAM SCREEN . . .
110 SPACE=19:PEG=l:?
120 FOR J=l TO 18
138 FOR 1=1 TO SPACE:? " "JZNEXT I
140 FOR 1=1 TO PEG:? CHRSC20);" ";:NEX
T I
150 SPACE=SPACE-l:PE6=PEG+l:? :MEXT J
160 ? :? :?
178 FOR Y=20 TO 23
188 FOR X=8 TO 38 STEP 2:P8SITI0N X,Y:
? CHR$C124); :NEXT X:NEXT Y
190 POSITION 1,3:? "COUNT";
288 REM . . . DROP MARBLE . . .
218 FOR C0UNT=1 TO MARBLES
220 X=19:F0R Y=l TO 19
230 POSITION X,Y:? CHRS C20> ;: POSITION
X Y
240 RN=INTCRNDC0}+0.5}
=-1
258 SOUND 0,5,18,8
268 X=X+RN
270 ? " ";
288 SOUND 8,8,8,8
298 NEXT Y
;IF RM=8 THEN RN
PAGE 20
ANALOG COMPUTING
ISSUE 22
ife^^laS^l
presents
{pmmm u>m0
a GRAPHICS 7+ utility that handles..
KOALA! ATARI TOUCH-TABLET!
B/GRAPH! MICROPAINTER!
or ANY 62 sector GR.S or 7+ picture!
380 REM . . . COUNT MARBLES . . .
310 XPOS=PEEK C91> : C CKP05) =C CKPOS) +1
320 IIUM5=" ":NUM$(l,LENtSTR$(CfXPO
SJJ)}=5TR$CCCXP053J
330 POSITION KP0S,20:? NUM$C1,1};
POSITION KP0S,21:? NUM$(2,2);
POSITION XP0S,22:? HUMS (3, 3);
POSITION XP0S,23:? NUM$C4,4};
POSITION 7,3:? COUNT;
SOUND 0,50,10,8
340
350
360
370
380
390
400
NEXT COUNT
POSITION e,e:POKE 752,0:? CHRS(253
l:POKE 764,255:END
CHECKSUM DATA.
(see page 43)
OTHER FEATURES INCLUDE:
TEXT OVERLAY IN FIVE HEIGHTS!
in 4 colors using any character set!
INSTANT BORDERS! "PICTURE MOVE"!
COLOR EDITOR! RESIDENT DISK HANDLER!
MACHINE LANGUAGE! AND MORE!!
PRINTER DUMPS IN FOUR SIZES!!
from wallet photo to 8X14 in. posters!
ON ANY GRAPHICS CAPABLE PRINTER!*
SAVE FORMATS:
KO ALA/TOUCH-TABLET/MI CROPA INTER!
convert one format to the ether!
use your masterpiece anywhere!
BASIC/MACHINE LANGUAGE LOADER PROVIDED!!
i^8K DISK. .. Just $29.95 POST-PAID !
nunnntninnu
t LISTER PLUS f
FERTUPinc TVi^E-R-Lini:
Lists programs or text files in
38 coluw or full line fornat!
* Prints OIL characters and HTCnJEB in f
JUKES wirftM ufihf atrt chd>-acti>r- letM
11 fonts provided or use one of your own!
\)m> GR. 8 o^ 7+ screens m FOUR sijesM
NORKS ON ANX GRAPItltS MPMLC PRINIEItTTK
iBcludes T?PE-fl-lINE, a t»ny Editar that
Mixes fonts and widths on the sawe page!
Save tde page oh i\sy to repMht alvyt'iHe!
ftihls fdht tables ih THREE ftrt-natsf
Keep track of your ga»w characters!
4ffl( DISK. . .WLY $19.95 r>9St-pai4<f
OVfllLflBLE MOH! CHECK OR HOMEY ORDER TO:
non-Stan6AR6 ITlaCilC!
P.O. BOX 45
GIRARD, OHIO 44420
Ohio residents -idd 5Z s.iles tdx
DEALER INQUIRIES INVITED!!
*printpr must be cap.lble of minimun 'JbO !)it qrapliics colunns and L>L'
able to issue variable Tutu foods. Not conpatabU' with Ai'C-FArC intorfarns
KO/UA/ZITSRI rO»rH-TABLrr/MICR0PAIhTER/B/r,l)APII/APi:.rACr .jro tradomarks of,
respoctivfiy-WALA rtOI INC./A7ARI IHC./DATAr.OrT/UJMOHC/CllGnAL OCVIcrS
CIRCLE #107 ON READER SERVICE CARD
e DATA 552,889,268,499,560,258,197,428
,689,901,466,858,142,564,945,8192
150 DATA 262,577,303,588,587,442,601,2
5,583,187,304,707,379,95,789,6269
300 DATA 680,629,906,375,386,397,408,6
55,591,167,26,5220
Put a Monkey Wrench
into your ATARI 800 or XL
$49.95
Cut your programming time from hours to seconds, and fiave 33
direct mode commands and functions. All at your finger tips and
all mode easy by ttie MONKEY WRENCH I"
Ttie MONKEY WRENCH II plugs easily into
thie cartridge slot of your ATARI and works
witfl ttie ATARI BASIC.
Order your MONKEY WRENCH II today and ' .,
enjoy ttie conveniences of thiese 33 features:'
• Line numbering
• Renumbering basic line numbers
• Deletion of line numbers
• Variable and current value display
• Location of every string occurrence
• String exchange
• Move lines
• Copy lines
• Up and down scrolling of basic programs
• Special line formats and page numbering
• Disk directory display
• Margins change
• Home key functions
• Cursor exchange
• Uppercase lock
• Hex conversion
• Decimal conversion
• Machine language monitor
• DOS functions
• Function keys
The MONKEY Wf^ENCH II also contains a machir _
language monitor with 16 commands thai can be used
to interact with the powerful features of the 6502 microprocessor.
MAE
An easy to tise but powerful Macro Assembler/Editor Includes M.L.
Monitor Word Processor and more. The Best for Less!
Now Only $59.95.
(For use witti ATARI 800 or XL and Disk Drive.)
CIRCLE #108 ON READER SERVICE CARD
ISSUE 22
ANALOG COMPUTING
PAGE 21
Spanish
Study
Guide
16K Cassette or Disk
by Larry Nocella
This Spanish Study Guide program should help
you increase your Spanish vocabulary. You'd better
know your words well, because there is no special
order the words are learned in.
Sometimes a word you have learned — or want to
learn — may have a different gender than the one
you are familiar with. Such a word is purpula or pur'
pulo (purple). After CHECKing the program and mak-
ing sure it works, you may change the DATA state-
ments to suit yourself. You can even change them to
German or French. Also, some words may have more
than one meaning. To find out which meaning is in
the program, just take a look at the DATA statements
and change it if you like. Miercoles (Wednesday) does
have an accent over the e, but not in the program.
This is the only word which should have an accent.
When you RUN the program, you will be asked
for Spanish to English or vice versa. In the first op-
tion, the computer prints the Spanish word, and you
must type the English equivalent and press the RE-
TURN key. The second option is printed the other
way around.
After you choose one of these, the main menu will
come up. Press the number of words you would like
to learn. You will then be asked a question; type the
answer and press RETURN. When you have been
asked all the words in that section, you'll return to
the main menu. The computer keeps score for you.
I hope this program works for you as well as it did
for me. D
le REM KKKKKlClCmiKKMKlCMKKMmClCMMKMMlt
11 REM * «
12 REM * SPANISH STUDY GUIDE «
13 REM « »
14 REM * bviLarry Nocella *
15 REM « Idea: Andrew Hodarczyk *
16 REM MMMKKlCXKMKKMKldCltKKlCKKKKlClCKK
17 DIM N$C151,A5C15]i,a$C15),RNC153
20 POKE 710,0:P0KE 709,14:? "« 4*+*
} ENGLISH TO SPANISH"
25 ? " ** C2J SPANISH TO ENGL ISH":?
* TYPE THE NUMBER, THEN PRESS aiiBQCD";
TRAP 2e:INPUT ON:IF 0N<1 OR 0N> 2 "
30
EN
35
38
40
50
CI
TH
20
IF 0N=1 THEN
IF 0N=2 THEN
TRAP 40000
QR=e:THING=0
C0N=315
C0N=371
100 GRAPHICS 0:P0KE 709, 14: POKE 710,64
: POKE 752 , 1 : OR=(lR+RITE : THING=THIHG*THN
110 ? " SPANISH STUDY GUIDE - MAIN M
ENU":?
115 ?
120 ?
125 ?
130 ?
135 ?
140 ?
145 ?
150 ?
160 ?
52,1
162 ?
Of
by: Larry Nocella"
? "^CIJ Days of the week"
M2} Verbs"
Months of the Year"
Nouns"
Colors"
Adjectives"
Exit this prograM"
"M4J
"M5J
"K6J
"H7>
"> PRESS A NUMBER KEY" : POKE 7
gHgaB:";ORJ" right out
THING
165 OPEN lll,4,0,"K:"
170 GET tti,Z:IF Z<49 OR Z>55 THEN GOSU
B 200: GOTO 170
175 CLOSE ttl
180 RITE=0
185 ON Z-48 GOTO 300,500,700,900,1100,
1300,210
200 FOR 1=30 TO e:SOUND 0,I,10,15:F0R
XX=1 TO 20:HEHT KX:NEKT I:SOUND 0,0,0,
0: RETURN
210 ? "H;4**BVE«-BYE! ,ADIOS!"
215 POKE 752,0: END
PAGE 22
ANALOG COMPUTING
ISSUE 22
«* LOS DIA5 DE LA
":LM0i:139
3e0 POKE 710,113:?
5EHANA"
305 ? ■■
3:THM0=7
310 ? " THE DAYS OF THE WEEK":? :GOTO
400
315 REM MKKKMKKKKMMKXKKKMIOCKKKICMKMMKIC
316 POKE 752,0
317 FOR R=l TO THMO
320 H$=" '•:A$=N$
325 RESTORE LN04RN(R)
330 READ HS,AS
335 ? :? •' "',R;".";H$i" in English is
"; : INPUT OS
340 IF 0S = A5 THEN ? " lUMUU" : GOSUB 20
0:HITE=RITE+l:GOTO 355^^^
350 ? :? "Sorry, But the answer is "jAS
355 NEKT R
360 ? :? " YOU got ";RITE;" right out
of ";THNO;"»";
365 FOR KX=1 TO 800: NEKT KX
370 GOTO 180
371 POKE 752,0
372 FOR R=l TO THNO
374 NS=" ":AS=HS
376 RESTORE LNO+RNCR}
378 READ HS,A$
380 ? :? "^";R;".";AS;" in Spanish is
"; : INPUT QS
382 IF QS=NS THEN ? " (iUeJUUU" : GOSUB 20
0:RITE=RITE+l:GOTO 355
384 ? :? "Sorry, But the answer is ";nS
386 NEKT R
388 ? :? " You got "jRITE;" right out
Of "jTHHO;"!";
389 FOR HK=1 TO 800: NEKT KX
390 GOTO 100
400 FOR 1=1 TO THN0:RN(I)=I:NEXT 1
410 FOR 1=1 TO THNO
415 THP=INT(RND(l)«THNO]Hhl
420 F=RN CI) : RN CI) =RH CTMP) : RN CTMP) =F
425 NEKT I
430 GOTO CON
500 POKE 710,208:? "H4 VERBOS"
510 ? " --"
520 ? " VERBS ":THNO=15:LN0=2O27
530 GOTO 400
700 POKE 710,36:? "H* LOS MESES DEL AN
0"
705 ? " "I
710 ? " THE MONTHS OF THE YEAR"
715 THN0=12:LN0=2e06:G0T0 400
900 POKE 710,42: POKE 709,2
910 ? "n* NOMBRES"
915 ? " ":? " NOUNS"
920 LN0=2e43
930 THN0=15:G0T0 400
1100 POKE 710,100:? "H* LOS COLORES"
1110 ? " "
1120 ? " THE COLORS"
1130 THN0=9:LH0=2018:60T0 400
1300 POKE 710,8:P0KE 709,2
1310 ? "H* ADJECTIUOS"
1320 ? " ":^ •■ ADJECTIVES"
1330 THN0=15:LN0=2058 ""Jti. ixvt^
1340 GOTO 400
1999 REM K** SPANISH THEN ENGLISH «««
2000 DATA DOMINGO, SUNDAY
2001 DATA SABADO, SATURDAY
2002 DATA HIERCOLES, WEDNESDAY
2003 DATA MARIES , TUESDAY
2004 DATA VIERNES, FRIDAY
2005 DATA JUEVES , THURSDAY
2006 DATA LUNES, MONDAY
2007 DATA MAYO, MAY
2008 DATA JUNTO, JUNE
2009 DATA SEPTIEMBRE , SEPTEMBER
2010 DATA ABRIL, APRIL
2811 DATA ENERO, JANUARY
2012 DATA DICIEMBRE, DECEMBER
2013 DATA FEBRERO, FEBRUARY
2014 DATA AGOSTO, AUGUST
2015 DATA MARZO, MARCH
2016 DATA OCTUBRE, OCTOBER
2017 DATA JULIO, JULY
2018 DATA NOUIEMBRE, NOVEMBER
2019 DATA AZUL,BLUE
2020 DATA ROJO,RED
2021 DATA BLANCO, WHITE
2822 DATA VERDE, GREEN
2023 DATA NARANJA, ORANGE
2024 DATA AMARILLO, YELLOW
2025 DATA PURPULA, PURPLE
2026 DATA NEGRO, BLACK
2827 DATA GRIS,GREV
2828 DATA GANAR,TO WIN
2029 DATA COMPRAR , TO BUY
2830 DATA NADAR,TO SWIM
2031 DATA LEER, TO READ
2032 DATA VER,TO SEE
2833 DATA VIVIR,TO LIVE
2034 DATA LLEGAR,TO ARRIVE
2035 DATA PASAR,TO PASS
2036 DATA TRABAJAR,TO WORK
2037 DATA ESCRIBIR,TO WRITE
2038 DATA HABLAR,TO SPEAK
2839 DATA TOCAR,TO TOUCH
2840 DATA COMENZAR,TO BEGIN
2841 DATA ESOUIAR,TO SKI
2042 DATA ESTAR,TO BE
2043 DATA PERDER,TD LOSE
2044 DATA PAROUE,PARK
2045 DATA PUEBLO, TOWN
2846 DATA CASA, HOUSE
2047 DATA CARNE,MEAT
2848 DATA TECHO,ROOF
2049 DATA MUCHACHO,BOY
2050 DATA MUCHACHA, GIRL
2051 DATA DINERO, MONEY
2052 DATA PADRE, FATHER
2053 DATA MADRE, MOTHER
2854 DATA DEPORTE, SPORT
2055 DATA PELOTA,BALL
2056 DATA PARTIDO,GAME
2857 DATA TORO.BULL
2858 DATA MESA, TABLE
2859 DATA FEO,UGLY
2060 DATA BAJO, SHORT
2861 DATA ALTO, TALL
2862 DATA MAL,BAD
2863 DATA FRESCO, FRESH
2064 DATA BUENO,GOOD
2065 DATA CIERTO,TRUE
2866 DATA FALSO, FALSE
2867 DATA ANCHO,WIDE
2068 DATA POBRE,PODR
2069 DATA FUERTE , STRONG
2070 DATA BONITA , PRETTY
2071 DATA GUAPO, HANDSOME
2872 DATA HUMILDE , HUMBLE
2873 DATA AMERICANO , AMERICAN
CHECKSUM DATA.
(see page 43)
10 DATA 519,32,475,38,243,720,537,981,
927,19,717,987,998,916,229,8338
100 DATA 970,947,722,54,141,465,189,46
1 , 984 , 390 , 613 , 88 , 281 , 714 , 661 , 7680
i?*'-,S5^'* 694,313,909,719,650,452,295,8
81,790,781,822,901,136,749,717,9889
340 DATA 267,846,770,598,661,788,794,8
If A^^Si^^^, 769, 720, 320, 885, 780, 10025
il^oES^'' ^^2 , 671 , 714 , 773 , 808 , 525 , 707 , 7
^f A^S^4^I''?i5^5i"^ ' ^«6 ' 553 , 224 , 10070
710 DATA 187,723,205,608,78,686,636,51
?4i2*A55^'^53'^13'^^*'270,791,7004
1340 DATA 884,982,449,690,89,422,484,7
SSi i®Si5®® ' ''53 ' 378 ' 916 , 251 , 997 , 8953
?S*?«S'*I5»^24,225,14,781,804,170,857,5
68 ,199 , 949 , 411 , 775 , 544 , 925 , 913 , 8859
?S!^=2ST5^!3*''^»2, 129, 267, 614, 194:518,
182,597,859,552,393,742,480,866,7097
??2^^£5^5,315,983,995,744,739,769,253,
135 , 263 , 273 , 301 , 383 , 932 , 308 ,938,8251
2058 DATA 732,509,793,847,208,244,708,
i2i4^^2^I*'544?'"«'"3'399'-»26'8773 '
2873 DATA 43,43
ISSUE 22
ANALOG COMPUTING
PAGE 23
Math Attack
32K Cassette or 48K Disk
by Manny Miller
Math Attack is a fast-paced, joystick-operated
mathematical game for one or two players. The game
features randomly-generated problems in addition,
subtraction and multiplication at four levels of dif-
ficulty. These various levels of play are also accom-
panied by several different playing speeds. All game
conditions feature plentiful graphic and sound effects.
The game play consists of one or two graphic men
standing on either side of the display screen. They
are on a golden-colored platform and have three
blocks above their heads. A randomly-generated prob-
lem is placed beside the men, and one of the digits
of the answer is replaced by a randomly-generated
digit, which can be changed by a joystick controller.
In order to effect a change, the joystick must start
in the neutral position, then may be moved to the
up position for each digital increment.
While a player manipulates the joystick, a probe
advances toward the player's man at a game-selectible
speed. Whenever a player thinks he has chosen the
correct digit for the answer, he should press his joy-
stick's fire button. If the digit is correct, the player's
man will shoot down the advancing probe, and a new
probe will appear at the starting position. However,
if the digit chosen is incorrect, or if the probe hits
a block due to lack of response, the block is destroyed,
and the probe continues from that position. If the
probe should hit or fire a missile at a man, the man
is disintegrated, and game participation is over for
that player. The game continues until either the
players are eliminated or ten problems have been
generated for a player (ten problems for a one -player
game, twenty for a two-player game).
(continued on page 25)
THE GAME YOU CAN GET
TT
//K'
(£: \
-^U.
T
^mmi
If you thought Egypt was the home of the P}'ramids, wait until you get
home with Lost Tomb™
Far more than mere chambers of wonder, these chambers are filled with
horror Poisonous scorpions, screeching bats and terrifying mummies. And in the
timeless tradition of the most daring expeditions, you'll pack a pistol, plenty of ammo
and a whip to crack the curse of the pyramids. Earthquakes rumble along
cavernous passageways. Walls crumble and crackle with gunfire. Your mission is
to make it through all 91 chambers and 13 levels. And then make off with
the loot. The only things we can't give you are the things you'll need most.
Cool reflexes, uncanny instincts and the courage to use them.
Lost Tomb™ Can you unravel the mystery?
Available now for Atari, Commodore 64, Apple
II series and IBM PC and PC/JR. Suggested retail
price $29.95. Check with your local home computer
software retailer for Lost Tomb™ and to learn of
other great programs from Datasoft® send for a
free consumer catalog.
Datasoft is a registered trademiirk of Dnl;usoft, Inc.
Lost 'Ibiiib is a irademark of Stem® Eleclronics.
© 1984 Datxsofi, Inc. '
By
19808 Nordhoff Phice. CliaLsworlh, CA 9rill Phone (818) 701-5161
CIRCLE #109 ON READER SERVICE CARD
ISSUE 22
ANALOG COMPUTING
PAGE 25
Game equipment.
The following items are needed in order to play
Math Attack: (1) an Atari 400 or 800 personal com-
puter with at least 24K of RAM for cassette opera-
tion or 32K or RAM for a disk drive; (2) BASIC
language cartridge; (3) black-and-white or color TV
or monitor; (4) one or two joystick controllers (joystick
1 is placed in port 1 and joystick 2 in port 2).
Playing the game.
After typing or loading the program into memory,
use the RUN command to begin program execution.
The computer will display the title page for several
seconds, then the game conditions screen is shown.
The special function keys of the Atari are used to
choose game conditions. There are eight speed op-
tions which can be chosen. Options 1 through 6 will
give a fixed speed setting throughout the game, with
option 1 representing the slowest speed and option
6 the fastest. Options 7 and 8 will cause the speed
to slowly increase for each number generated, with
speed 8 being faster-paced than 7.
The levels of difficulty range from 1 through 4 for
each operation, with level 1 representing the easiest
level and 4 the hardest.
Pressing the START key draws the game display
and starts the game. During play, the game conditions
Math Attack.
display can be re-accessed while the probes are travel-
ling down the screen (making a thumping sound), by
first depressing the SELECT key and, while doing so,
pressing the fire button of an active joystick. The con-
ditions display can also be shown after a game by
pressing only the SELECT key. D
(Listing starts on next page.)
Program Description,
Lines 10-73 — Set up title page.
Lines 75 - 295 — Set up font.
Lines 305 - 410 — Read in m/1 routine.
Lines 452 - 585 — Initialize variables.
Lines 500 - 780 — Game conditions display
and subroutines to change game conditions.
Lines 900 - 950 — Subroutine to set up font.
Lines 1000 - 1990 — Set up P/M graphics,
certain game parameters for speed and perform
certain factors for a one- or two -player game.
Lines 2000 - 2085 — Main control for two
players.
Lines 2100 - 2185 — Control when only left
player remaining or for a one-player game.
Lines 2200 - 2285 — Control for only right
player in game.
Lines 2500 - 2625 — Print message at end
of successful game.
Lines 2800 - 2820 — Subroutine to choose
factor for generating numbers.
Lines 2900 - 2930 — Message displayed if
maximum problems are not obtained.
Lines 3000 - 3049 — Subroutines to generate
the randomly generated problems and draw them
to the screen.
Lines 3500 - 3650 — Subroutines to set up
screen display.
Lines 3700 - 3750 — Subroutine to draw
probe A (missile player 0).
Lines 3800 - 3850 — Subroutine to draw
probe B (missile player 1).
Line 4000 — Set up players 2 and 3 (lines for
problems).
Lines 5000 - 6160 — Subroutines and pro-
gram sections for evaluating, answer, choosing
wrong answer, time expiring or going back to
game display.
Lines 6200 - 6495 — Subroutines for choos-
ing right answer.
Lines 7000 - 7300 — Subroutines to zero
parts of P/M area.
Lines 8000 - 8930 — Subroutines to draw
various positions of graphics men.
Line 9000 — Subroutine to return to game
conditions display.
Lines 9120 - 9500 — Zero P/M parameters.
PAGE 26
ANALOG COMPUTING
ISSUE 22
1 KEM MKMXMMMKMICKKKKKICKKKIC
2 REM * MATH ATTACK «
3 REM * BY MANNY MILLER K
4 REM « ANALOG COMPUTING «
5 REM KKMKKlCICKKMKlCICMlClCmCKK
10 SETCOLOR 4,8,14:SETCDL0R 0,3,8:SETC
OLOR 1,3,8:SETC0L0R 2,8, 8 : SETCOLOR 3,0
,0
50 RAMT0P=PEEKCie6)
60 POKE 106,RAMT0P-8
65 GRAPHICS 18
71 POSITION 4,3:? tt6;"MaEE! At|BCk"':POS
ITION 9,4:? ttOj-mO": POSITION 4,5:? tt6;
"MaOHY tiOlLeS"
73 POSITION 3,7:? t»6j"Co3!f|Rita3T 0904"
75 CHBAS=RAMT0P-4
80 ADDR=CHBAS«256
90 FOR K=0 TO 511
100 POKE ADDR+X,PEEKC57344+X>
110 NEXT X
120 CHAR=4:N=55:G0SUB 900
130 CHAR=12:N=7:G0SUB 900
140 CHAR=14:N=7:G0SUB 900
160 CHAR=42:N=7:G0SUB 900
170 CHAR=49:N=7:G0SUB 900
180 CHAR=54:N=7:G0SUB 900
184 CHAR:=31:N=7:G0SUB 900
185 CHAR=53:N=:7:G0SUB 980
190 CHAR=58:N=47:G0SUB 900
215 DATA 231,231,231,231,231,231,195,1
95
220 DATA 7,7,6,6,6,6,6,4
225 DATA 224,224,96,96,96,96,96,32
230 DATA 3,7,14,28,56,32,0,0
235 DATA 192,224,112,56,28,4,0,0
240 DATA 255,127,0,0,0,0,0,0
245 DATA 255,254,0,0,0,0,0,0
250 DATA 7,7,0,0,0,8,0,8
253 DATA 224,224,0,0,0,0,0,0
263 DATA 0,4,6,6,6,6,6,6
265 DATA 0,32,96,96,96,96,96,96
268 DATA 0,1,3,7,15,28,56,8
278 DATA 255,231,195,129,0,8,0,0
273 DATA 0,128,192,224,240,56,28,0
275 DATA 0,0,0,24,24,0,0,0
278 DATA 0,0,68,68,68,68,8,8
280 DATA 8,126,126,126,126,126,126,8
285 DATA 24,24,68,68,126,126,255,255
298 DATA 8,8,8,126,98,182,126,24
295 DATA 255,255,255,255,255,255,255,2
55
305 FOR X31536 TO 1548: READ N:POKE X,N
:NEXT X
310 DATA 184,168,8,288,177,285,136,145
,205,208,288,247,96
315 FOR X=1549 TO 1561:READ NrPOKE X,H
:NEXT X
328 DATA 184,160,255,136,177,205,288,1
45,205,136,208,247,96
325 FOR X::1562 TO 1758:READ H:POKE X,H
:NEKT X
330 DATA 104,169,15,285,128,2,208,5,16
9,1,141,244,6,169,15,205,123,2,208,5,1
69,1,141,245,6,169
340 DATA 14,205,120,2,288,34,169,1,285
,244,6,288,27,169,8,141,244,6,168,8,16
9,89,289,283,288,7
358 DATA 169,88,145,203,76,92,6,177,20
3,178,232,138,145,203,169,14,205,123,2
,288,34,169,1,285,245,6
360 DATA 288,27,169,8,141,245,6,168,8,
169 , 89 , 289 , 287 , 288 , 7 , 169 , 88 , 145 , 287 , 76
,133,6,177,287,178,232
378 DATA 138,145,287,173,248,6,285,132
,2,288,6,169,1,141,246,6,96,173,249,6,
285,135,2,288,6,169
388 DATA 2,141,246,6,96,173,247,6,56,2
29,28,48,4,24,76,27,6,24,169,239,141,1
,210,173,252,6,133
398 DATA 286,32,14,6,173,253,6,133,286
,32,14,6,238,258,6,238,251,6,169,0,141
,1,210,133,20,205
488 DATA 6,288,248,1,96,285,7,288,248,
1,96,76,27,6
485 FOR X=1759 TO 1769:READ N:POKE X,N
:NEXT X
410 DATA 104,174,254,6,32,1,6,202,208,
258,96
452 DIM SlSClSeJ, BLOCK C10J,Flt4, 53, F2C
4,51,F3C4,5),F4C4,5J,0P5C1}
454 DIM ANS$(1),ANS1$<3)
460 S15="00« < </// CCCCC({C(C(CCCC(C(C(/
///////////////////<««<////////////<
<<<<<QQ««Q«
465 SIS C84 , 159J ="QQO< </// C(tC((((((((C
ttCCCttCCtCCC//////<<<<<<QQQ«QQQQQOQQQ
«QQQOOQ<< <<<<<<<■■
470 BLOCK (1} =63 : BLOCK t2} =59 : BLOCK C3) =5
8 : BLOCK (41 =58 : BLOCK (5) =32 : BLOCK C6} =32 :
BLOCK (7} =32: BLOCK C8) =32
475 Fl CI , 1 J =6 : F2 CI , 1) =0 : F3 CI , IJ =5 : F4 CI
, 1 J =0 : Fl CI , 21 =9 : F2 CI , 2 J =1 : F3 CI , 2 J =9 : F4
CI, 21=1
476 F1C1,31=41:F2C1,31=10:F3C1,31=40:F
4Cl,31=10:FlCl,41=5e:F2Cl,41=50:F3Cl,4
1=50:F4C1, 41=50
477 F1C2,11=6:F2C2,11=0:F3C2,11=5:F4C2
,11=8:F1C2,21=9:F2C2,21=1:F3C2,21=9:F4
C2,21=l
478 F1C2,31=90:F2C2,31=18:F3C2,31=9:F4
C2,31=1:F1C2,41=98:F2C2,41=18:F3C2,41=
98;F4C2, 41=18
479 Fl C3 , 11 =6 : F2 C3 , 11 =8 : F3 C3 , 11 =6 : F4 C3
,ll=e!FlC3,21=7:F2C3,21=6:F3C3,21=7:F4
C3,21=6
488 F1C3,31=13:F2C3,31=13:F3C3,31=13:F
4C3,31=13:F1C3,41=90:F2C3,41=18:F3C3,4
1=9:F4C3,41=2
485 PLAYERS=2 : OPS="+" : 0PER=1 : LEUEL=1 :
PERSUB=38e8:SPEED=2:P0KE 1791,80
500 GRAPHICS 18
POKE 756,224
POKE 16,64:P0KE 53774,64
SETCOLOR 0,0,0
2,0,14
4,9.4
585
518
515
528
525
538
535
SETCOLOR
SETCOLOR
? «6
POSITION
aaHB"; PLAYERS
540 POSITION 8,4:?
GB"r SPEED
545 POSITION 0,6:? tt6
UEER" ;0P$
550 POSITION
DB"; LEVEL
555 POSITION
agoo"
PEEKC532791
PEEKC532791
PEEKC532791
PEEKC532791
PEEKC532791
GAME CONDITIONS:
0,2:? n6;"l!iail!L! miOiSXi
ner'amn ciiBaiiii
Qlli ^ aOHiOIIIEII
8,8:? tt6;"aB t^ mSSBSMSB
0,10:? tt6;"aiaDQ SIS EIE IE
560
570
580
590
595
596
598
680
:3
:5
:l
:2
:6
THEN
THEN
THEN
THEN
THEN
GOSUB
GOSUB
GOSUB
GOSUB
1088
600
650
700
750
IPOSITI
IPOSITI
IF
IF
IF
IF
IF
FOR N=l TO 100:NEXT N
GOTO 560
IF PLAVERS=1 THEN PLAYERS=2 I
ON 19,2:? tt6; PLAYERS: RETURN
610 IF PLAYERS=2 THEN PLAYERS=1:
ON 19,2:? tt6; PLAYERS: RETURN
650 SPEED=SPEED+1
660 IF SPEED=9 THEN SPEED=1
670 POSITION 17,4:? ttOjlSPEED
680 RETURN
788 IF 0P$="+" THEN OPS="-" : 0PER=2 :OPE
RSUB=3180: POSITION 19,6:? tt6;0P5 :RETUR
N
710 IF 0P$="'-" THEN OP$="X" :0PER=3 :OPE
RSUB=32e8: POSITION 19,6:? tt6;0PS :RETUR
N
720 IF 0P$="X" THEN OPS="*" :0PER=1:0PE
RSUB=3e8e: POSITION 19,6:? tt6; OPS :RETUR
N
730 POSITION 19,6:? tt6;0PS
740 RETURN
750 LEVEL=LEyEL+l
760 IF LEVEL=5 THEN LEVEL=1
770 POSITION 17,8:? tt6;LEVEL
780 RETURN
900 FOR X=8 TO N
915 P0S=ADDR+CCHARK8}
920 READ NUM
930 POKE CP0S+X1,NUM
948 NEXT X
958 RETURN
1880 GRAPHICS 18: POKE 756,CHBAS ; SETCOL
OR a,10,8:SETC0L0R 1,1,8 : SETCOLOR 2,6,
6: SETCOLOR 3,14,8
ISSUE 22
ANALOG COMPUTING
PAGE 27
leie POKE 16,64:P0KE 53774,64
1820 fl=PEEKCie63-16:P0KE 54279, A : PMBA5
E=A»256
1838 POKE 553,62:P0KE 53277,3
1848 G05UB 9588
1868 FOR X=177e TO 1788:READ N:POKE K,
N:NEXT X
1878 DATA 184,168,8,169,8,145,203,288,
288,251,96
1875 GOSUB 7888
1888 RESTORE 1878
1898 POKE 53256, 3:P0KE 53257, 3 .'POKE 53
258,1:P0KE 53259, 1:P0KE e23,4:P0KE 784
,14:P0KE 785,14:P0KE 786,52
1895 PR0BLEM=8 : 5C0REA=e : 5C0REB=8 : HRONG
A=8 : HRONGB=0 : P05A=e3 : P05B=63 : NA=8 : NB=8
1108 POKE 787,84:P0KE 53278,0
1105 51=0
1130 G09UB 3500
1140 IF PLAYER5=2 THEN GOSUB 3608
1158 IF SPEED=1 THEM 5=125
1155 IF SPEED=2 THEM 5=58
1168 IF SPEED=3 THEM 5=25
1165 IF SPEED=4 THEM 5=18
1178 IF SPEED=5 THEM S=5
1171 IF SPEED=6 THEM S=3
1175 IF PLAYERS=2 AND SPEED=7 THEM S=6
3:S1=3
1176 IF PLAVERS=2 AND SPEED=8 THEN S=4
2:51=2
1177 IF PLAVERS=1 AND SPEED=7 THEN S=6
6:51=6
1178 IF PLAYERS=1 AND SPEED=8 THEN 5=4
4:51=4
1180 GOSUB 4000
1210 POKE 1788,A+6:P0KE 1789, A+7
1228 FOR N=l TO LENCSlSj
1230 J=15
1240 IF SlSCN,N)=" " THEN J=0
1250 SOUND 0,ASCCSl$(N)3,ie,J
1255 FOR T=l TO llNEXT T
1260 NEXT N
1265 SOUND 0,0,0,8
1278 IF PLAYERS=2 THEN 2888
1288 HR0NGB=5:G0TD 2899
1998 GOSUB 3788
2888 GOSUB 3700: GOSUB 3800: POKE 1784,8
:POKE 1785,8
2881 GOSUB 2888: GOSUB OPERSUB : GOSUB 33
88:N4=e:G0SUB 3408 :N4=16 : GOSUB 3400
2004 PROBLEM=PROBLEM+l: POSITION 9,1:?
«6 ;"»•'; PROBLEM
2805 FOR N=l TO 25:S0UND 6, 255,14, 10 :N
EXT N:50UND 0,0,0,0
2009 POKE 77,0
2818 POKE 1782,3:P0KE 1783,5:5=5-51
2014 N1=160:N2=160:N3=8:G0SUB 8600:N1=
128 :N2=192:N3=9: GOSUB 8780
2015 POKE 53248, 50:P8KE 53249,178
2816 POKE 203,PLACEA2:P0KE 204,PLACEA1
:POKE 207,PLACEB2:P0KE 208, PLACEBl : NOA
=8:N0B=8:NA=8:NB=8
2825 GOSUB 7588
2838 R=USR(1562)
2835 IF PEEKC1782J03 THEN POSITION 6,
3:? tt6;"ANS: ";F8
2040 ON PEEKC1782) GOSUB 5400,5888,588
8
2841 POKE 53278,8
2858 IF HR0NGA>=4 AND HR0NGB>=4 THEN 2
988
2060 IF HR0NGB=4 THEN HR0NGB=5 :GDSUB 2
188
28/8 IF HR0NGA=4 THEN NR0NGA=5 : GOSUB 2
288
2871 IF PR0BLEH=20 AND PLAYERS=2 THEN
2500
2873 IF PEEK 11782) =3 THEN GOTO 2016
2888 GOSUB 6388: POKE 1782,3
2085 GOTO 2001
2899 GOSUB 3708
2188 POKE 1785,255:P0KE 1784,e:F8R N=7
TO 10: POSITION 16, N:? 116; NEXT
N: POSITION 11,8:? tt6;" "
2101 POKE 53248, 58:P8KE 53249, 8 : G8SUB
7388:P0SITI0N 6,3:? tt6;" ":POKE
53278,8
2183 IF NB=1 THEN 2116
2184 GOSUB 6388: GOSUB 2800: GOSUB OPERS
UB: GOSUB 33e8:N4=e:G8SUB 3488
2185 PR0BLEN=PR0BLEM+1: POSITION 9,1:?
ft6; "ft"; PROBLEM
2106 FOR H=l TO 25:S0UND 8,255, 14, 18:N
EXT N:SOUND 8,8,8,8
2188 POKE 1782,3
2189 POKE 77,8
2110 POKE 1783,5:5=5-51
2114 N1=168:N2=168:N3=8: GOSUB 8688
2116 POKE 203,PLACEA2:P0KE 204,PLACEA1
:PaKE 287, 255: POKE 288,6:N0A=0:N0B=e
2125 GOSUB 7508
2130 R=USRC1562)
2135 IF PEEKC1782)<>3 THEN POSITION 6,
3:? ff6;"ANS: ";F8
2148 ON PEEKC1782} G85UB 5488,5888,588
8
2144 IF HR0NGA=4 THEN MR0NGA=5: GOSUB 2
988
2145 IF PR8BLEM=28 AND PLAVERS=2 THEM
2588
2148 IF PR0BLEM=10 AND PLAYERS=1 THEN
2500
2173 IF PEEKC1782)=3 THEN POKE 53278,8
:GOTO 2116
2175 POKE 53278, 8:P0KE 1782,3
2185 GOTO 2104
2200 POKE 1784, 255: POKE 1785, 8: FOR M=7
TO 10: POSITION 0,N:? »6;" ":NEXT N
:POSITION 2,0:? tt6;" "
2201 POKE 53248, 8:P0KE 53249, 178 :G05UB
7288: POSITION 6,3:? tt6;" ":POK
E 53278,8
2283 IF NA=1 THEN 2216
2284 GOSUB 63eO:G8SUB 2888: GOSUB OPERS
UB:G85UB 3388 :N4=16: GOSUB 3400
2205 PROBLEM=PROBLEM+l: POSITION 9,1:?
116 ;"»"; PROBLEM
2206 FOR N=l TO 25:S0UND 0,255, 14, ie:N
EXT N:SOUND 0,8,8,8
2288 POKE 1782,3
2209 POKE 77,0
2218 POKE 1783,5:5=5-51
2214 N1=128:N2=192:N3=9: GOSUB 8788
2215 POKE 53248, 8:P0KE 53249,178
2216 POKE 2e3,255:P0KE 2e4,6:P0KE 207,
PLACEB2 : POKE 208 , PLACEBl : N0A=8 : N0B=8
2225 GOSUB 7500
2238 R=U5RC1562)
2235 IF PEEK(1782J<>3 THEN POSITION 6,
3:? tt6;"ANS: ";F8
2248 ON PEEKC1782) GOSUB 5400,5888,580
2245 IF HR0NGB=4 THEN NR0NGB=5 : GOSUB 2
900
2258 IF PR0BLEM=28 THEN 2588
2273 IF PEEK (17823 =3 THEN POKE 53278,8
:GOTD 2216
2275 POKE 53278, 8:P0KE 1782,3
2285 GOTO 2284
2580 GOSUB 72eO:GOSUB 7300:P0KE 53250,
2505 POSITION 6,3:? tt6;"ANS: ";F8
2518 POKE 706,0
2520 FOR N=PMBASE+1648 TO PMBASE+1742:
POKE N 255: NEXT N
2525 POSITION 3,4:? tt6;"GAME COMPLETED
II
2530 IF HR0NGA<4 THEN Nl=160 :N3=0 :GOSU
B 8700
2540 IF WR0NGB<4 THEN Nl=128 : N3=9 :GOSU
B 8600
2545 POKE 53250, 120:0=1:P0KE 7e6,24:P0
KE 623,1
2550 POSITION 9,5:? tt6;"t
2555 POSITION 9,6:? tt6;"h
2560 POSITION 9,7:? »6;"e "
2565 POSITION 9,8:? tt6;" e"
2578 POSITION 9,9:? WO;" n"
2575 POSITION 9,10:? n6;" d"
2588 K=255:F0R N=14 TO STEP -2:P0KE
786,N:G0SUB 6000:NEXT N:SOUND 8,8,8,8
2598 FOR N=PMBASE+1649 TO PMBASE+1742:
POKE N
2608 FOR J=250 TO STEP -0:SOUND 0,J,
14,12:NEXT J:0=0+1
PAGE 28
ANALOG COMPUTING
ISSUE 22
2604 NEXT N
2605 FOR N=94 TO 130
2606 FOR J=250 TO 3TEP -0:50UND 0,J,
14,12:NEMT J:0=0+1:NEKT N:SOUND 0,0,0,
2620 IF PEEK(53279J-5 THEM 9000
2625 GOTO 2620
2800 F5=INTCFlC0PER,LEUEL)»RNDflJ3*F2(
OPER,LEMELJ
2810 F6=INT(F3 COPER, LEUEL}«RND(1)}+F4C
OPER, LEVEL!
2820 RETURN
2900 POSITION 6,3:? »6;"AN5: ";F8
2910 POSITION 0,4:? tt6;" GAME STOPPED
AT lf';PROBLEM
2920 IF PEEK 153279) =5 THEN 9000
2930 GOTO 2920
3000 F8=F5+F6: RETURN
3100 IF F5<F6 THEN TEMP=F5 : F5=F6 : F6=:TE
MP
3120 F8=F5-F6
3130 RETURN
3200 F8=F5*F6
3230 RETURN
3300 F0=INT(RNDC1}M10)
3320 ANS15=STR5CF8J
3325 PLACE=1
3330 IF (LENtANSl$)=2 OR LEN CANS1J:)=3)
THEN PLACE=:INT<RNDtlJ*2}+l
3331 IF LENCANS1$)=:3 THEN PLACE=2
3334 ANSS=ANS15 CLEN (ANSIS) -PLACE+1 , LEM
(ANS15)-PLACE+1)
3340 SCREEN=PEEKC88)+256»PEEKt89) :REM
CALCULATE SCREEN ADDRESS
3365 PLACEA1=INT C CSCREEN+4-PLACE+180) /
256) : PLACEA2= CSCREEN+4-PLACE+180) -PLAC
EA1»256
3370 PLACEB1 = INT t tSCREEN+20-PLACE+180)
/256) :PLACEB2=CSCREEN+20-PLACE+180)-PL
ACEB1«256
3380 RETURN
3400 POSITION 4-LEHtSTRS(F5))+N4,7:? tt
6;STRS(F5)
3430 POSITION 2-LEN tSTR$CF6)) +N4,8 :? tt
6;0P$;" ";F6
3440 POSITION 4-LEN CAHSlS)+N4 ,9 : ? tt6;A
NSlS
3450 COLOR F0+16:PLOT 4-PLACE+N4,9
3460 COLOR 93:PL0T 4-PLACE+N4, 10
3479 RETURN
3500 POSITION 0,0:? lt6;"A
3520 POSITION 0,1:? S6;SC0REA
3530 FOR N=0 TO 19:C0L0R BLOCK (1) ^64 :P
LOT N,ll:NEXT N
3540 FOR N=5 TO 10:C0L0R BL0CKC1)+64:P
LOT 9,N:COL0R BLOCK tl) +64 : PLOT ie,N:NE
KT N
3550 Nl=16e:N2=160:N3=0:G0SUB 8000
3560 COLOR BLOCK tl) +32 : PLOT 5, 5: COLOR
BLOCK (1)+64:PL0T 5,6:C0L0R BL0CKCl)+32
:PLOT 5,7
3570 RETURN
3600 POSITION 17,0:? tt6;"b"
3620 POSITION 17,1:? ttOjSCOREB
3630 N1=128:N2=192:N3=9:G0SUB 8000
3640 COLOR BLOCK tl) +32 : PLOT 14,5:C0L0R
BLOCK (1) +64: PLOT 14,6:C0L0R BL0CKtl)+
32:PL0T 14,7
3650 RETURN
3700 IF WR0NGA>=4 OR PR0BLEM=28 OR tPR
OBLEM=ie AND PLAYERS=1) THEN RETURN
3705 FOR H=PMBASE+1576 TO PMBASE+1578:
POKE N,254:NEXT N
3710 FOR M=PMBASE+1579 TO 1581+PMBASE:
POKE N 124:NEKT N
3720 FOR N=PMBASE+1582 TO PMBASE+15&4 :
POKE N, 56: NEXT N
3730 FOR N=PMBASE+1585 TO PMBASE+1590 :
POKE N,16:NEXT N
3740 POKE 53250, 85: POKE 1786,0
3750 RETURN
3800 IF HR0NGB>=4 OR PR0BLEM=20 THEN R
ETURN
3805 FOR H=PMBASE+1832 TO PMBASE+1834 :
POKE N, 254: NEXT N
3810 FOR N=PMBASE+1835 TO PMBASE+1837 :
POKE N, 124: NEXT N
3820 FOR N=PMBASE+1838 TO PMBASE+1840:
POKE N 56: NEXT N
3830 FOR N=PMBASE+1841 TO PMBASE+1846:
POKE N,16:NEXT N
3840 POKE 53251, 157: POKE 1787,0
3850 RETURN
4000 POKE PMBASE+1199,254:P0KE PMBASE+
1200,254:P0KE PMBASE+1455, 254 : POKE PMB
ASE+1456,254:RETURN
5000 IF PEEK (53254)00 THEN MRONGA=MRO
NGA+l:NOA=l:NA=l
5020 IF PEEKt53255)<>e THEN NRONGB=MRO
NGB+l:NOB=l:NB=l
5025 K=250:P0KE PMBASE+768+58+PEEK tl79
0),0:GOSUB 7100
5028 IF N0A=1 THEN P0SA=P0SA+17
5029 IF N0B=1 THEN P0SB=;P0SB+17
5030 FOR N=l TO 8
5035 IF N>4 THEN N5=0:N6=0
5840 IF N0A=1 AND HR0NGA<4 THEN COLOR
BLOCK (N)+N5: PLOT 5,HR0NGA+4
5050 IF N0B=1 AND HR0NGB<4 THEN COLOR
BLOCK tN)+N6: PLOT 14,NR0NGB+4
5060 IF MR0NGA=4 THEN SETCOLOR 2,0,16-
2«N : Nl=160 : N2=16e : N3=0 : GOSUB 8200
5070 IF HR0NGB=4 THEN SETCOLOR 3,0,16-
2*N : Nl=128 : N2=192 : N3=9 : GOSUB 8200
5080 GOSUB 6000: NEXT N
5090 SOUND 0,0,0,0:SOUND 1,0,0,0
5095 IF MR0NGA=4 THEN FOR T=8 TO 10:P0
SITION 4,T:? tt6;" "■:NEXT T
5096 IF HR0NGB=4 THEN FOR T=8 TO 10:P0
SITION 13, T:? «6; NEXT T
5100 IF HR0NGA=4 OR HR0NGB=4 THEN GOSU
B 6100
5150 RETURN
5400 IF PEEK(53279)=5 THEN POP :60T0 9
000
5410 IF UALtANSS)=PEEKtSCREEN+4-PLACE+
180) -80 THEN GOSUB 6200: RETURN
5415 GOSUB 5508
5420 RETURN
5500 POSITION 2,0:? tt6;"HR0NG"
5505 POKE 53252, 92:MR0NGA=HR0NGA+l:P0K
E 206, A+3
5508 FOR N=100 TO 110:S0UND 0,N,6,15:N
EXT N:SOUND 0,0,0,0
5510 NOA=l:POKE 1764,14 :POKE 1790, POSA
-PEEK (1786) :POKE PMBASE+768+58+PEEK (17
86),3:R3USR(1759)
5515 GOSUB 5025
5530 RETURN
5800 IF PEEK (53279) =5 THEN POP :G0T0 9
000
5810 IF MAL{ANS5)=PEEK(SCREEN+20-PLACE
+180)-8e THEN GOSUB 6400:RETURN
5815 GOSUB 5900
5820 RETURN
5900 POSITION 11,0:? tt6;"HR0NG"
5905 POKE 53253, 163 :i4R0NGB=HR0NGB+l:P0
KE 206, A+3
5908 FOR N=100 TO 110:S0UND 0,N,6,15:N
EXT N:SOUND 0,0,0,0
5910 N0B=l:P0KE 1764,14:P0KE 1790, POSB
-PEEK (1787) :POKE PMBASE+768+58+PEEK (17
87), 12 ;R=USR (1759) : GOSUB 5025
5920 RETURN
6080 FOR J=K TO STEP -10
6010 SOUND 0, J, 14, 15
6020 IF HR0NGA=4 OR HR0NGB=4 THEN SOUN
D 1, J, 12, 10
6030 NEXT J:K=ABS(K-50)
6040 RETURN
6100 FOR N=l TO 25: NEXT N
6110 FOR N=14 TO STEP -2
6120 IF HR0NGA=4 THEN POKE 706, N
6130 IF MR0NGB=4 THEN POKE 707, N
6140 FOR J=l TO 10: NEXT J
6150 NEXT N
6155 IF HR0NGA=4 THEN GOSUB 7200
6158 IF HR0NBB=4 THEN GOSUB 7300
6160 RETURN
6200 5C0REA=SC0REA+10:P0SITI0N 0,1:? tt
6;SC0REA:P0SITI0N 2,8:? tt6;"RIGHT"
6210 N3=0:Nl=160;N2=ieO: GOSUB 8800
6213 FOR N=100 TO 110:S0UND 0,N,6,15:N
EXT N:SOUND 0,0,0,0
ISSUE 22
ANALOG COMPUTING
PAGE 29
6215 POKE 1790, 118-PEEK C1786) : POKE PMB
A5E+768+150,3:P0KE 53252, 84 : POKE 286, A
6218 POKE 1764,1
6225 R=U5HC1759} :POKE PMBA5E+768+158- C
118-PEEKtl786)),8:G05UB 7180
6240 L=86:VP05=PEEKfl786J
6245 POKE 206,AH^6:P0KE 1764,14:P0KE 17
90, 5 .'FOR T=250 TO UP05 5TEP -5
6250 SOUND 0, T, 14, 8 : SOUND 1,T,12,8
6255 R=USRC1759J :POKE 53258, L :L=L+1 :NE
XT T:SOUND 0,e,e,8:S0UND 1,0,8,0
6259 FOR 1=100 TO 208: SOUND 0,1,0,15-1
NTCCI-100)/6.66Ji :POKE 712,I:NEXT I:POK
E 53258,8
6279 SETCOLOR 4,8,8
6280 SOUND 0,0,0,8
6285 GOSUB 7200:G0SUB 3700
6295 RETURN
6300 IF PR0BLEM=28 OR (PR0BLEM=18 AND
PLAYERS=1> THEN GOSUB 7280:RETURN
6310 POSITION 2,8:? tt6;"
": POSITION 6,3:? It6;"
6320 FOR N=7 TO 18:P0SITI0N 0,N:? tt6;"
": POSITION 16,N:? «6;" ":NEHT N
6325 POKE 53278,0
6330 RETURN
6400 SC0REB=SC0REB+10:P0SITI0N 17,1:?
tt6;SC0REB: POSITION 11,0:? t»6;"RIGHT"
6410 N3=9:N1=128:N2=192: GOSUB 8900
6413 FOR N=100 TO 118:S0UND 0,N,6,15:N
EXT N:SOUND 0,0,0,0
6415 POKE 1790,118-PEEKC1787J :POKE PHB
ASE+768+150,3:POKE 53252, 178 : POKE 206,
A+3
6418 POKE 1764,1
6425 R=USRfl759J :POKE PMBASE+768+158- t
118-PEEK<1787JJ,8:G0SUB 7188
6448 L=159:gP0S=PEEKC1787)
6445 POKE 206,A+7:P0KE 17e4,14:P0KE 17
9e,5:F0R T=250 TO UPOS STEP -5
6450 SOUND 8 , T, 14,8 :SOUND 1,T,12,8
6455 R=USR 11759} : POKE 53251, L :L=L-1 :NE
XT TiSOUND 0,0,0,8:S0UND 1,8,8,8
6459 FOR 1=100 TO 208:S0UND 0,1,8,15-1
NT(CI-18e}/6.66) :POKE 712,I:NEXT I:POK
E 53251,8
6479 SETCOLOR 4,0,0
6488 SOUND 0,0,0,8
6485 GOSUB 7388: GOSUB 3888
6495 RETURN
7888 POKE 178e,96:F0R N=2 TO 7:PCKE 20
4,A+N:R=USRC1770) :NEXT N:RETURN
7188 POKE i788,96:F0R N=2 TO 3:P0KE 20
4,A+N:R=USR(17?0) :NEXT N:RETURN
7200 POKE 1780,96:P0KE 204, A+O :R=USR(1
770) :RETURN
7300 POKE 1788,96:P0KE 284, A+7 :R=USR CI
778) IRETURN
7500 IF HRONGA=0 OR HR0NGA=2 THEN N5=3
2
7510 IF HR0NGA=1 THEN N5=e4
7520 IF MR0NGB=1 THEN N6=e4
7530 IF MRONGB=0 OR HR0NGB=2 THEN N6=3
2
7540 POKE 20,0: RETURN
8888 COLOR 62+N2:PL0T 5+N3,8
8820 COLOR 63+N2:PL0T 5+N3,9
8030 COLOR 4+Nl:PL0T 5+N3,10
8058 COLOR 5+Nl:PL0T 4+N3,9
8868 COLOR 6+Nl:PL0T 6+N3,9
8878 RETURN
8180 COLOR 5+Nl:PL0T 4*N3,9
8118 COLOR 6+Nl:PL0T 6+N3,9
8120 COLOR 32:PL0T 4+N3,10
8138 COLOR 4+Nl:PL0T 5+N3,10
8148 COLOR 32: PLOT &+N3,10
8160 RETURN
8200 COLOR 7+Nl:PL0T 4+N3,9
8218 COLOR 8+Nl:PL0T 6+N3,9
8220 COLOR 54+N2:PL0T 4HKN3,10
8238 COLOR 31+N1:PL0T 5+N3,10
8240 COLOR 53+N2:PL0T 6+N3,18
8258 RETURN
8380 COLOR 32: PLOT 44N3,8
8310 COLOR 9+Nl:PL0T 4+N3,9
8328 COLOR 10+N1:PL0T 6+H3,9
8330 COLOR 32: PLOT 6+H3,8
8346 COLOR 32: PLOT 74N3,10
8350 RETURN
8680 GOSUB 8300: GOSUB 8188
8610 COLOR 9+Nl:PL0T 4*N3,9
8628 RETURN
8788 GOSUB 8308: GOSUB 8188
8718 COLOR ie+Nl:PLOT 6+N3,9
8738 RETURN
8888 GOSUB 8300: GOSUB 8188
8818 COLOR 12+N1:PL0T 4+N3,9
8820 COLOR 42+N2:PL0T 4+N3,8
8838 RETURN
8980 GOSUB 8300: GOSUB 8188
8918 COLOR 14+N1:PL0T 6+N3,9
8920 COLOR 49+N2:PL0T 6+N3,8
8930 RETURN
9000 GOSUB 7000: GOSUB 9588: POKE 53277,
0:POKE 559,34:G0T0 580
9120 FOR N=2 TO 7:P0KE 204, A+N :R=USR f 1
173) :NEXT N
9500 POKE 53248, 8:P0KE 53249, 0:POKE 53
250,e:PDKE 53251, 8: RETURN
CHECKSUM DATA.
(see page 43)
1 DATA 554,76,282,501,562,89,880,675,3
7,582,943,479,276,121,724,6781
110 DATA 761,499,512,521,527,551,541,5
32,543,341,541,807,958,328,513,8475
240 DATA 308,313,746,381,887,669,82,48
2,3,861, 354 , 994 , 49 , 489 , 626 , 7884
305 DATA 776,48,778,179,783,836,875,24
3,63,796,897,574,384,883,668,8623
452 DATA 829,974,930,813,42,707,782,72
5 , 385 , 754 , 358 ,485,106, 255 , 639 , 8696
515 DATA 445,709,482,669,580,218,986,5
69,882,328,347,329,345,758,558,8117
598 DATA 752,82,85,373,784,864,615,918
,57,5,244,605,395,742,916,7357
788 DATA 617,363,838,855,717,786,612,8
87,449,584,389,942,176,126,943,9276
1080 DATA 184,152,462,384,217,938,242,
290,452,451,451,196,197,622,617,5855
1177 DATA 635,626,934,784,56,197,193,3
64,182,511,220,444,5,972,942,7065
2001 DATA 530,3,25,705,279,985,989,70,
950,227,939,507,4,133,270,6616
2870 DATA 267,324,148,367,722,965,24,4
89,905,821,8,38,174,708,902,6846
2114 DATA 359,131,953,238,942,518,282,
332 , 332 , 699 , 400 , 735 , 938 , 835 , 989 , 8587
2204 DATA 653,11,33,177,711,905,419,70
0,81, 956 ,233,945,513, 292 , 767 , 7396
2273 DATA 704,403,739,768,103,907,305,
31,415,439,584,392,381,369,451,6983
2570 DATA 472,559,223,63,888,527,402,4
27 , 902 , 741 , 486 , 499 , 807 , 105 , 551 , 7652
2920 DATA 911,744,885,298,818,789,882,
792,925,697,681,791,178,887,200,10230
3365 DATA 287,679,880,954,945,232,511,
37 , 820 , 455 , 688 , 767 , 176 , 351 , 618 , 8328
3570 DATA 805,455,945,406,118,806,648,
325,297,921,913,674,809,838,322,9274
3810 DATA 314,937,929,880,812,868,844,
857 , 367 , 184 , 194 , 169 , 147 , 273 , 463 , 8238
5060 DATA 635,654,131,739,103,512,498,
795 , 986 , 831 , 965 , 801 , 911 , 885 , 140 , 9586
5510 DATA 395,969,805,998,979,985,813,
157,78,152,763,816,224,411,276,8821
6030 DATA 934,793,551,178,40,45,531,51
7,13,13, 798 , 365 , 373 , 124 , 269 , 5544
6218 DATA 184,858,478,89,433,687,351,6
77,222,216,814,371,995,139,27,6541
6338 DATA 801,375,415,138,599,190,865,
301,98,439,698,360,683,228,225,6407
6495 DATA 820,961,968,141,145,972,487,
492,982,75,672,678,743,581,587,9136
8070 DATA 800,499,505,184,746,192,882,
504,510,500,494,506,804,368,510,7924
8320 DATA 677,377,201,807,226,519,813,
229 ,688,817,232,689, 693 , 828 , 235 , 8823
8910 DATA 702,716,823,361,473,857,3932
niOG COMPUTING PRESENTS
HIGH QUALITY PROGRAMS AT AFFORDABLE PRICES FOR
ALL ATARI COMPUTERS WITH 48K AND 1 DISK DRIVE.
SUMMER SPECIAL — BUY TWO & GET ONE FREE!
WHEN ORDERING DIRECT FROM ALOG
• •••NEW!****
THE ALOG CARDFILE
TURNS YOUR ATARI INTO AN ELECTRONIC CARD
FILE. SEARCH & SORT ON ANY LINE. FORMATTED
PRINT AND NUMERIC FIELDS MAKE THE CARDFILE
IDEAL FOR YOUR EXPENSE RECORDS, INVEN-
TORIES, AND RECEIPES.
iSLOS COHPUTI
PROGRflH 5
PROGRftHMFS
TXiXE
PRICE
COMPUTERS
REOUIRED
OPTIONS
C0KHENT5
rHE_fiLOG_CaR»FILE
DflNIEl r ._HIGGIMS
N0UEMBER_158 3
^ J . ^5
dTftHl_3e3 .-SgOXS i200_
48K_&_1_&ISK
2HD_!>I5K ...PRINTER
TURN5_STaRI_C0MPilTEH5
TNTO_flN_E(!5V-TO-!l5E
ELECT»oNlC_f"-aRi>FILE
;aRD U 4
; ifl R t> 5 TOTAL
<E>OIT,
COHiM.aM& MODE
.>a8LE, <5>EftRCH, <P>RIHT
<CTRL> <5>iJaT, <T>OTflL.
THER, <Q>Un
THE ALOG PAGEWRITER
TURNS YOUR ATARI AND 80 COLUMN PRINTER
INTO AN EASY-TO-USE ELECTRONIC TYPEWRITER.
THE ENTIRE PAGE LAYOUT IS DISPLAYED
GRAPHICALLY WHILE YOU TYPE. IDEAL FOR
SIMPLE WORD PROCESSING TASKS.
MARGIN-
PAGE LAYOUT
INDICATOR
TEXT WINDOW
THE ALOG DISPLAYMAKER
MIXES COLOR GRAPHICS AND THREE TEXT SIZES
ON THE SAME SCREEN. BUILT IN CHARACTER
EDITOR AND SHAPE DRAWING ROUTINES.
GRAPHICS DUMP TO MANY PRINTERS. GREAT FOR
MAKING GRAPHS, CHARTS, AND HAVING FUN.
DISPLAYMAKER
C> 10H itJ'--^ <D>raw <E>llipse <F>ill
<C> olors <R>ectangle <T>ext <ESC>
<0> ,t*M, <2> , <3> -- Choose color tt
<P/rint; <G>et, or <S>aye screen
THE ALOG MAILLIST
IS AN EASY-TO-USE, MENU-DRIVEN DATA BASE
PROGRAM DESIGNED FOR MAILING LISTS AND
PRINTING LABELS. FAST 3 KEY SORT AND MULTI-
LEVEL SEARCH ON ANY LINES. PRINT FORM
LABELS 1 TO 2 INCHES HIGH.
THE ALOG MAILLIST
(C) Copyright 1983 by ALOG COMPUTING
MAIN
MENU
<U>TILITIES
<L>OAD FILE
<S>AVE FILE
<A>PPEND FILE
<F>ILENAMES
< ORE ATE NEW RECORDS
<E>DIT/VIEW RECORDS
<D>ELETE MEMORY
<P>RINT RECORDS
<X>IT PROGRAM
HIT <KEy> FOR OPTION:
All programs are only $39.95 each including tax. To order direct send check or money orderto Alog
Computing, 1040 Veronica Springs Road, Santa Barbara, CA 93105. We pay shipping. For infor-
mation, credit card orders or C.O.D., call our distributor: COMSTAR (805) 964-4660.
Dealer and distributor inquiries invited.
(ATARI is a trademark of Alan, Inc.)
CIRCLE #110 ON READER SERVICE CARD
ISSUE 22
ANALOG COMPUTING
PAGE 31
Two Printer Interfaces
for the
Atari
MPP-1150
MICROBITS PERIPHERAL PRODUCTS
225 W. Third Street
Albany, OR 97321
(503) 967-9075
$99.95
APE -FACE
DIGITAL DEVICES CORPORATION
430 Tenth St., Suite N205
Atlanta, GA 30318
(404) 872-4430
$89.95
by Charles Bachand
You are at your local computer store and have just
spent practically your last dollar buying that new whiz-
bang parallel printer that everyone is talking about.
You know, the one that will do everything but play
"The Star Spangled Banner"? Anyway, you're just
about ready to walk out the door when suddenly the
salesman yells over to you, 'Oh, by the way, you do
have an interface module for that printer, don't you?"
Interface module? Oh oh ... an interface module! You
had forgotten all about that, hadn't you? So you say
— somewhat clumsily — "Oh. . .yeah, I need one of
those, don't 1? Um . . . how much are they?" His answer
— over $200 retail for an Atari 850 — is way out of
your means at the present time, and you start becom-
ing visibly worried at the prospect of not being able
to use your new toy. "Look," he says to you, "if all
you need is a printer interface, and if about $100 retail
won't break you, you can get one of those MPP-1150s
or an Ape-Face!"
The MPP-1150 is an interesting little device. It
measures a mere 4^^" X 3^4" X IVi" and contains
only one 40-pin IC chip (yes, I'm a sucker when it
comes to taking things apart!), but there are two
sockets on the PC board. The extra socket can hold
an optional 2K printer buffer chip that is available
from MPP. A nice little option, if you ask me, one
that will surely come in handy. It also has an Atari
serial I/O connector to tie your disk drive, cassette re-
corder, etc. onto (it doesn't have to be the last device
in the chain), and a three-foot ribbon cable with a
Centronics -compatible 36-pin connector on the busi-
ness end.
Hooking up the MPP-1150 is very simple — prac-
tically nothing can go wrong! Just insert the connec-
tor at the end of the cable into your computer and
plug the ribbon cable into your printer. If you have
other Atari -compatible devices, they plug into the
connector on the printer interface. There is no power
supply, because the interface gets all the electricity
it needs directly from the computer. That's all there
is to it! Oh, by the way, MPP warranties the 1150
for two full years.
Splitting hairs.
The Ape-Face gives you the same song and dance
as to size and operation, but there are some internal
differences. Unfortunately, these two boxes perform
the exact same operation and do it equally well, so
well that I feel I am starting to split hairs in this review
of the two models. Nevertheless, here goes. While the
Ape-Face interface is ten dollars less than the one
made by MPP and, internally, seems to be of better
construction (solder masked PC board holding three
IC chips and a voltage regulator), I prefer the MPP
for several reasons.
PAGE 32
ANALOG COMPUTING
ISSUE 22
1. Extra I/O Connector — The Ape-Face has only
one Atari connector associated with it. If you also
have a 410 cassette recorder in your system, you are
in big trouble! Either you can use the recorder or
you can use the interface, but not both. The reason
is that connecting the Ape-Face leaves no place to
plug in the recorder.
MPP-1150.
Ape-Face.
2. Cable Length — Both of the units have a multi-
connector ribbon cable running from the box to the
36 -pin connector that mates with your printer. The
Ape-Face's cable is only 18 inches long, while the
MPP's cable is 36 inches long. Some people might
say that longer cables tend to pick up noise. How-
ever, 1 have used ten foot lengths in similar applica-
tions with no problems at all. Ribbon cable, in fact,
tends to reduce noise pickup, since every other wire
in the cable is by definition a ground wire.
3. Power Requirements — Again, both of these units
take their power from the Atari computer, but there
seems to be a significant difference in the quantity
of electrical current required. The MPP-1150 needs
to power only one large-scale integrated circuit chip,
while the Ape-Face needs power for four. Not only
that, but the Ape-Face comes in two models — one
for the 1200XL and another for all the rest. With
the MPP, one model fits all!
4. Printer Buffer — I think I mentioned this before
. . .The MPP interface has the capability to accept a
2K print buffer. All that is needed is to insert a
memory chip (available from MPP) into the extra
socket on the interface. Again, no can do on the
Ape-Face. Once you have used a printer buffer, it is
hard to imagine having gone without one!
The big finish.
Both the MPP-1150 and the Ape-Face seem to be
well designed and worth the money. I prefer the MPP,
even though the retail is ten dollars more. It is also
more appealing aesthetically — a bright blue box
wins over a black box with a monkey graphic on top
every time!
Oh, I almost forgot! If for some reason, you have
a serial printer instead of the more common parallel,
the MPP's interface will handle it with a plug-in chip.
There is obviously not much call for it within the
Atari community, but it can come in handy if your
printer is somewhat of an orphan. D
DISK WIZARD n
THE MOST COMPLETE UTILITY PACKAGE
FOR ATARI* COMPUTERS AT ANY PRICE
100 % MACHINE LANGUAGE • SINGLE LOAD • MENU DRIVEN
THIS USER FRIENDLY PACKAGE INCLUDES THE FOLLOWING POWERFUL
PROGRAMS FOR THE ATARI" 4Q0/800/XL SERIES COMPUTERS {40K REQUIRED)
DISK BACK-UP— SINGLE/DOUBLE DENSITY* SUPPORTS 1 OR 2 DRIVES
• ALLOWS BACKUP OF DISKS PROTECTED BV BAD SECTORING • FAST
COPY OPTION • SECTOR STATUS SUMMARY • OPTIONAL PRINTOUT OF
SECTOR STATUS • DISK MAPPING
DISK EDIT — SINGLE/DOUBLE DENSITY • DISPLAY/MODIFY/PRINT ANY
SECTOR • SECTOR DISPLAYED IN HEX ASCII/ATASCII • WORKS WITH
ANY FORMAT • SCAN SECTORS FOR A SERIES OF BYTES OR A STRING
•DISPLAY/PRINT DIRECTORY • TRACE/REPAIR FILE LINKS -RECOVER
AND AUTOMATICALLY VERIFY DELETED FILES • FORMAT DISKS WITH
AUTOMATIC LOCK OUT OF BAD SECTORS • DECIMAL/HEX NUMBER
CONVERSION
DISASSEMBLER — single/double density • disassemble from
DISK BY SECTOR NUMBERS • DISASSEMBLE COMPOUND BINARY FILES
BY FILE NAME • OUTPUT TO SCREEN OR PRINTER • SELECTABLE
MNEMONIC DISASSEMBLY WITH OVER 400 STANDARD ATARI MEMORY
LOCATION NAMES
DISK SPEED-
VERIFIES/ALLOWS ADJUSTMENT OF DISK SPEED
SECTORING (810 ONLY)
INCLUDES COMPREHENSIVE MANUAL WITH MANY USAGE EXAMPLES
ORDERING INFORMATION
For fast delivery, send certified
check o( money order.
MASTERCARD & VISA accepted.
IN.Y. Residents add 7% sales tax)
Phone orders accepted on C.O.D.
and charges.
"ATARI is a registered Trademark of Atari, Inc.
$29- /^^^/
SOFTWARE, INC.
100 QUARTZ WAY
SYRACUSB, NY. 13119
ORDERS TOLL FREE
1-800-732-0320
Info, and N.Y. Residents
1-315-488-0485
CIRCLE #111 ON READER SERVICE CARD
Atari 800XL Call
1010 Program Recorder 77.00
1027 Letter Quality Printer Call
1050 Disk Drive Call
Atari 850 Interface Call
Atari Light Pen 82.95
Numerical Keypad 104.95
PRINTERS
Alphacom 40C
w/lnterface . . . 99.95
Alphacom 80C
w/lnterface.. 189.95
Axiom AT-550. 329.00
A ATARI
DISK DRIVES
Indus GT Call
Percom Call
Rana 1000 Call
Trak Call
Epson Call
Gemini 10X . . 269.00
Okidata Call
Prowrlter I Call
Riteman Call
KOALA
Koala Pad-D 69.95
Koala Pad -Cart 74.95
MONITORS
AMDEK Color 1+ Call
USI 12' Amber 149.00
US1 12- Green 139.00
USI 14" Color 269.00
BMC 12" Color 229.00
BMC 12" Amber 99.00
BMC 12" Green 95.00
Phillips 12" Green
w/Sound 129.00
Phillips 12" Amber
w/Sound 139.00
ATARI is a trademark of ATARI, INC.
MODEMS
Hayes Smart
Modem 300 Call
Mark II 79.00
Mark Vll/Auto Ans/
Auto Dial Call
Mark XII/1200 Baud. Call
MPP 1000 C Call
Novation Call
R-Verter Modem
Adaptor 39.95
INTERFACES
Aid Interfasl I Call
Ape Face Call
R-Verter Modem
Adaptor 39.95
MOSAIC
48K RAM 94.00
64K RAM/400... 149.00
64K RAM/800 +
Gable Kit #1 . . . 169.00
Handyman -D 23.95
Cable Kit #2 14.95
Superdrive-D 23.95
Triangle Replacement
Keyboard for 400. 54.95
Alien Voice Box II . 99.95
Expansion Memory
foreOOXL Call
Back Chair . . . 79.95
(Ergonomic Computer Ctiair)
(^Call for prices on joysticks, printer cables, blank floppy disks, and other computer accessories.^^
W
ENTERTAINMENT
Caverns ol Mare-Cart 32.95
Donkey Kong-Can 37.95
Donkey Kong Jr. -Cart 39.95
Eastern Front- Cart 32.95
Joust-Cart 39.95
Jungle Hunt-Cart 35.95
Mario Bros. -Cart 35.95
ENTERTAINMENT (contd)
Ms. Pac-Man-Cart 39.95
Pengo-Carl 35.95
Pole Position Cart 39.95
Oix-Cart 32.95
Realsports Football-Cart 35.95
Robotron: 2084 -Cart 35.95
Star Raiders-Cart 32.95
Tennis-Cart 35.95
HOME MANAGEMENT
Atariwriter-Cart 74.95
Family Finances -D 37.95
Home Filing Manager-D 37,95
Mailing List-T 19.95
Syncalc-D 74.95
Synfile-D 74.95
Synlrend-D 74.95
LEARNING
Logo-Cart 79.95
My First Alphabet -D 26.95
PERSONAL DEVELOPMENT
Atarimusic I or ll-D 29.95
Conversational French -T . . 44.95
Conversational German -T .44.95
Conversational Italian -T 44.95
PERSONAL DEVEL. (com d)
Conversational Spanish-T .... 44.95
Painl-D 33.95
PROGRAMMING
Microsolt Basic ll-Cart 67.95
Atari Macro -Assembler -Cart , 67.95
Atari Basic-Cart 41.95
Assembler Editor -Cart 46.95
BOOKS
Analog Compendium 9.95
Atari Assembler 14.95
Basic Reterence Manual 9.95
Book of Atari Software 84 17,95
Compute's 1st Book of Atari . . 12.95
Compute's Isl Book/Games , . 12.95
Compuies 1st Book/Graphics , 12.95
Compute's 2nd Book of Atari , . 12.95
Computes 2nd Book/Graphics . 12.95
Compute's 3rd Book of Atari . . 12.95
Compute's Basic Sourc6 Book . 12.95
Compute's Machine Lang/Beg . 14.95
Inside Atari DOS 19.95
Mapping the Atari 14.95
Technical Reference Notes .... 27.95
Your Atan Computer . 16.95
BRODERBUND
AE-D 23.95
Arcade Machine-D 41.95
Bank Street Writer-0 49 .95
ChopliHer-D 23.95
Dral-D 23.95
Gumball-D 20.95
Lodenjnner-D 23.95
Mask of the Sun-D 27.95
Operation Whirtwind-D 27.95
DATASOFT
Basic Compiier-0 55.95
Bruce Lee-D/T 23.95
Dallas-D 23.95
HealhcliH-D/T 23.95
Leiter Wizard Call
Micropainter- D 23.95
Money Wizard Call
Nibbler-D/T 20.95
Spell Wizaid-D 34.95
Teletalk-D 34.95
Zancon-D/T 27.95
EPYX
Dragons/Pem-O/T 27.95
Fun With Art-Cart 27.95
Gateway to Apshai-Cart 27.95
Jumpman Jr. - Cart 27.95
Jumpman-D/T 27.95
Pitslop-Cart 27-95
Puzzlemanta . , Call
Summer Games Call
Temple of Apshai-D/T 27.95
INFOCOM
Deadline-D 34.95
Enchanter-D 34.95
Intidel-D 34.95
Hanetfall-D 34.95
Sorcerer-D 34.95
SUrcross-D 27.95
Suspended -D 34.95
Witness-D 34.95
2ork I. II, or lll-O 27.95
SeaStalker-D 34.95
MICROPROSE
Chopper Rescue-D/T 23.95
Floyd /Jungle- D/T 23.95
Hellcat Ace-D/T 23.95
Mig Alley Ace-D/T 23.95
NATO Commander-D/T 23.95
Solo Fligh!-D/T 23.95
Spitfire Ace-D/T 23.95
Wingman-D/T -,,23.95
Hundreds of items available for Itie
Atari . . . please can
MISCELLANEOUS ATARI
Omnlmon 82.95
Pitfall-Cart 31.95
River Raid-Cart 31.95
Diskey-D 34,95
Ultra Disassembler -D 34,95
Zombies-D/T 23,95
Codewriler-D 69,95
Star League Baseball-0/T, . . ,22.95
Star Bowl Football-D/T 22,95
Death in the Caribbean -D 27,95
DinoEggs-D 27,95
TheHeist-D 23,95
Gyruss-Cart 34,95
James Bond-Cart 34,95
Popeye-Cart 34,95
Q-Bert-Cart 34.95
Star Wars-Cart 34.95
Return of Heracles-D 26.50
Master Type-D/Cart 27.95
Songwnter-D 27.95
Hight Simulator ll-D 37.95
Chattertiee-D 27.95
S.A.M.-D 41.95
Castle Wolfenstein-D 20.95
CompuServe Starter Kit 34.95
Home Accountant- D 52.95
Ken Uston's Blackjack-D 49.95
Megafont-D 19.95
l*jnkey Wrench ll-Cart 49.95
Movie Maker-D 41.95
ft>go Joe-D 20.95
Spelunker-D 27.95
Ultima lll-D - 41.95
Jupiter Mission-D 34.95
OreadnaugW Factor-Cart 31.95
MISC. ATARI (cont'd.)
Keystone Kapers-Cart 31.95
Antica 4-D 37.95
Boulder Dash -D/T 20.95
Scraper Caper-Cart 34.95
Miner 2049er-Cart 34.95
OPTIMIZED SYSTEMS
Action-Cart 74.95
Basic XL-Can 74.95
MAC/65-Cart 74.95
DOS XL-D 27.95
Action Aid-D 27.95
SIERRA ON-UNE
Aquatron-D 20.95
Dark Crystal-D 27.95
Homeword Spelter-D 34,95
Homeword-D 49,95
Oils Well-D 23,95
Prisoner- 23,95
Quest forTires-D 23,95
Ultima ll-O 41,95
Ultima l-D 23,95
Wiztype-D 23.95
SPINNAKER
Adventure Creature-Cart 27.95
Aerobics- 30,95
Ageian Voyage -Cart 27,95
Alphabet Zoo- Cart ',, 23,95
Cosmic Life-Cart 23,95
Delia Drawing-Cart 27,95
Grandma's House-D 23,95
Jukebox-Can 27.95
Kids on Keys-Cart 23.95
SPINNAKER (cant d )
Kindercomp-Cart 20.95
Ranch-Cart 27.95
Search/Amazing Thing-D . , 27.95
Snooper -1 or-2-D 30.95
Trains-D 27.95
Alt in the Color Caves-Cart , , , 27.95
Bubble Bursl-Cart 27.95
Kidwriter-D 23.95
SSI
earner Force-D 41 .95
Combat Leader- D/T 27.95
Cosmic Balance ll-D 27.95
Cosmic Balance-D 27.95
Broadsides-D 27.95
War in Russia-D 55.95
50 Mission Crtish-D 27.95
Questron-D 34.95
Rails West-D 27.95
SYNAPSE
Air Support -D/T 23.95
Alley Cat-O/T 23.95
Blue Max-D/T 23.95
Dimension X-D/T 23.95
Drelbs-D/T 23.95
Electrician -D/T 23.95
Encounter-D/T 23.95
Fort Apocalypse-D/T 23.95
Nlecromancer-D/T 23.95
New York City-D/T 23.95
Pharoahs Curse-D/T 23.95
Quasimodo-D/T 23.95
Rainbow Walker-D/T 23.95
Relax Stress Reduction System .Call
ShamusCase ll-D/T 23,95
Zepplin-D/T 23.95
To Order Call Toll Free
For Technical Info, Order
Inquiries, or for Wise. Ordeis ■
800 - 558 - 0003 41 4 - 351 - 2007
D-Disk T- Cassette
Cart -Cartridge
IK::::^^
ORDERING INFORMATION. Please specify system. For fast delivery send casfiier's ctreck, money cider or direct tiank transfers. Personal
and company checks allow 2 weeks to clear. Charges for COD are $3.00. School Purchase Orders welcome. In CONTINEr>JTAL USA, in-
clude $3 00 shipping per software order. Include 3% shipping on all Hardware orders, minimum $3.00. Mastercard & Visa please include
card # and expiration date Wl residents please add 5% sales tax. HI, AK, FPO, APO, Canadian orders — add 5% shippmg, mmimum $5.00.
All other foreign orders please add 15% shipping, minimum $10.00. All goods are new and include factory warranty. Due to our low prices,
all sales are final. All defective returns must have a return authorization number. Please call 414-351 -2007 to obtain an RA# or your return
rill NOT be accepted for replacement or repair. Prices and availability are subject to change without notice.
COMPUTABILITY
P.O. Box 17882
Milwaukee. Wl 53217
ORDER LINES OPEN
Mon-Fri 11 AM - 7 PM CST
Sat 12 PM - 5 PM CST
CIRCLE #112 ON READER SERVICE CARD
PAGE 34
ANALOG COMPUTING
ISSUE 22
Micro -Puzzler
48K Disk
by Larry G. Hearin
Hey, all you Micro-Painter owners! Have you ever
wondered what you could do with all those beautiful
screens you created, other than just look at them?
Well, now there's Micro -Puzzler! This program will
load a Micro-Painter screen file, divide it into 120
pieces, mix and rotate them, and then let you try
to put it back together again — much like a jigsaw
puzzle. As you may have guessed, the difficulty will
be (mostly) determined by the complexity of the
picture, so you can choose your own level by the
screen you use.
Running the program.
When you run the program, there will be a few
seconds of initialization, after which you will be
prompted by the words ENTER SCREEN FILE-
NAME. You may now enter the name of the Micro-
Painter screen file that you want to use with Micro-
Puzzler. If no device specification is given, disk drive
1 is assumed. If an error is encountered in trying to
access this file, the program will return to the prompt
for the screen filename. Instead of entering the screen
filename, you may get a disk directory listing by hit-
ISSUE 22
ANALOG COMPUTING
PAGE 35
ting CTRL'D and then entering the drive number
for which you want the directory. After hsting the
disk directory, the program will return to the prompt
for the screen filename.
Once a valid screen filename is entered, the screen
will be loaded, and the puzzle pieces will be shuffled
and rotated. Then the new, mixed-up screen will be
displayed, along with a rectangular cursor in the up-
per left of the screen. Puzzle pieces are moved by ex-
changing positions of two pieces at a time. To do
this, move the cursor (using the arrow keys) to one
of the pieces you want to exchange and hit RE-
TURN. Then move the cursor to the other piece to
be exchanged and hit RETURN. While you're mov-
ing from the first to the second piece, a secondary
cursor will be left at the first position to mark the
piece to be exchanged. After the exchange is made,
the secondary cursor will disappear.
The only other type of puzzle piece manipulation
that may be done is rotation. This may be done at
any time by pressing the R key. This will always ro-
tate the piece within the primary cursor. An interest-
ing and sometimes helpful phenomenon to note is
that some of the colors of a puzzle piece may change
when the piece is rotated. So, if you see a color that
isn't on the original picture, chances are that piece
is upside-down.
For those of you who don't remember exactly what
the original picture looked like, you may press the
Atari key to toggle between the original and the
mixed-up screen.
Once the picture is correct, you will be congratu-
lated and may then press the ESC key to run again.
To quit, you must hit SYSTEM RESET.
If you get tired of puzzling before you complete the
picture, you may save your current status on disk,
if desired. To do this, press the OPTION key, and
then enter a disk filename to which the status will
be saved. Warning: this file has to be saved to the
same disk containing the original screen file. Other-
wise, when you try to reload your status, it will not
work. To reload, just enter this status filename in-
stead of the original Micro-Painter filename when
prompted with ENTER SCREEN FILENAME.
Summary.
Datasoft's Micro-Painter is an excellent graphics
program for the Atari. And, by using Micro -Puzzler,
you can get even more enjoyment out of your Micro-
Painter, n
(continued on next page)
YOU CANT TELL
A DISK DRIVE
BY ITS COVER!!
WITH A HAPPY ENHANCEMENT INSTALLED THESE ARE
THE MOST POWERFUL DISK DRIVES FOR YOUR ATARI COMPUTER
WARP SPEED SOFTWARE DISK READING AND WRITING 500% FASTER
HAPPY BACKUP — Easy to use backup of even the most heavily protected disks
HAPPY COMPACTOR — Combines 8 disks into 1 disk with a menu
WARP SPEED DOS — Improved Atari DOS 2,08 with WARP SPEED reading & writing
SECTOR COPIER — Whole disk read, write and verify in 105 seconds
1050 ENHANCEMENT — Supports single, 1050 double, and true double density
810 ENHANCEMENT — Supports single density
SPECIAL SUGGESTED RETAIL PRICE: Get the HAPPY ENHANCEMENT 810 or 1050 ueision with the HAPPY BACKUP PROGRAM,
plus the multi drive HAPPY BACKUP PROGRAM, plus the HAPPY COMPACTOR PROGRAM, plus the HAPPY DRIVE DOS, plus the
HAPPY SECTOR COPY, all with WARP DRIVE SPEED, including our diagnostic, a $350.00 value for only $249,95, for a limited time only!
Price includes shipping by air mail to US, A. and Canada. Foreign orders add $10,00 and send an international money order payable through a
U,S,A. bank, California orders add $16.25 state sales tax. Cashiers check or money order for immediate shipment from stock. Personal checks require
2-3 weeks to clear. Cash COD available by phone order and charges will be added. No credit card orders accepted. ENHANCEMENTS for other
ATARI compatible drives coming soon, call for information. Specify 1050 or 810 ENHANCEMENT, all 1050s use the same ENHANCEMENT,
Please specify -H model for all 810 disk drives purchased new after February 1982, call for help in 810 ENHANCEMENT model selection. Dealers
now throughout the world, call for the number of the dealer closest to you, ATARI is a registered trademark of Alari Coi-npLiIt?r Inc
HAPPY COMPUTERS, INC.
P, O, Box 1268
Morgan Hill, California 95037
(408) 779-3830
CIRCLE #125 ON READER SERVICE CARD
PAGE 36
ANALOG COMPUTING
ISSUE 22
Micro-Puzzler.
Basic listing 1.
la OIM FILE5(17} ,MAM$Ci7J fTStiJ ,PC55C1
29} PLftVStSJ „RFI.GStl2e}
29 GRAPHICS i?:P05ITT0H 3,,2:PRIMT 06 ; "
MICRO-PUZZLER"; POSITION 1,5: PRINT «6 ; "
by larry g. hearin"
Ze POKE 16. 64: POKE 53774 .,64: IF PEEK 476
4)=2iB THEN FOR 1 = 1 TO 580 : MEKT I : POKE
764,255:G0T0 50
40 POSITION 1,13: PRINT «6;"PLEfiSE STAN
D BY...";GOSUB 1038:REM Load iftSM routi
nes
50 POKE S59,34:GRflPHICS 0:POKE 16.64;P
OKE 53774, 64:TRflP SOlPOSITIOH 3,2"
60 ? "ENTER SCREEN FILEHilME";? "CCTRL-
D FOR DISK DIRECTORY!":? :? "?"::CLOSE
»2
70 IF PEEK (764) =255 THEN 70
80 IF PEEKC764J0186 THEN ? CHRSOOJ;:
INPUT FILES :GOTO 110
90 POKE 764,255;FILES="&1:#.*";? "ENTE
R DRIWE « ";:IHPUT T$ :FILES €2, 2J=TS:TR
flP 31; OPEN a2,S„g, FILES
100 TRAP 60: INPUT «2. FILES;? FILES; GOT
100
110 TRAP 60:IF FILES C2, 2}=";" THEM SN=
3:G0T0 130
115 IF FIL£SC3,3}=";" THEN SN=4:G0T0 1
30
120 FOR I=LENtFILESJ TO 1 STEP -1:FILE
$CI+2,I+2J=FILES(I,I3 :NEKT I:FILEStl,2
J="D:":SN=3
130 GRAPHICS 24:P0KE 16,54:P0KE 53774.
64 : DL = PEEI( 4560J +PEEK £561J«2S6
140 SCRrPEEK CDL + 4i +PEEK CDL + 5 J*256 : SCR2
= SCR-8«i024 : SCR2HI=PEFK C5)L+5J -32
ISO POKE !>L*3„78:K = DL + 6
160 SOUND 0,K.1O,8;IF PEEK{K]i=65 THEN
200
170 IF PEEK?K5=15 THEN POKE K,14
180 IF PEEK fK? =79 THEN POKE K , 78 : K=K+2
; KSA'U^K
130 K=K+l:60T0 160
200 SOUND 0,0. 0.0: CLOSE »1:TRAP 50: OPE
N ttl.S.0, FILES
201 REP=0; INPUT ttl,MfiMS;IF NftMSitl5,i7J
=••862" THEM 209
20.2 CLOSE ttl:OPEN ttl , 4 , 8 . FILES : INPUT «
llMAHSjINPyT ttljPCSS;INPilT «1;RFLGS:HE
P = l
203 FILES CSNJ=NflMS
209 CLOSE »l:TRftP SO: OPEN «1, 4,0, FILES
210 POKE 559,0:H = USR£aj>RIL0DES}J ":IF H<
>1 THEN 50
220 GET »1,C12;P0KE 712,C12:6ET Ml , C8 :
POKE 70S, C8; GET »1 , C9 ; POKE 709, C9: GET
«1, CIO 5 POKE 710 p CIO
230 CLOSE ai;POKE 559,34
235 IF REP=1 THEH 270
240 FOR 1 = 1 TO 120:PCSSa,I5=CHRSfI} :N
EKT I
250 FOR 1=1 TO 129: J=IHTiRNOi0^«12O)+l
:TS = PCSSCJ5 :PCSSCJ,-J.1=PCSSC1.I3 ;PCSS(I
,I}=TS
260 J = INT CRND {03*1003 +1 : HFLGS f I „ I J =STR
Sf f-J>50.:s*lJ :MEKT I
270 FOR C=l TO 10: FOR R=l TO 12:X2=C:Y
2 = R ; K~ CR-iJ «i0 + C : Y l = If«T C (aSC CPCSS CK , K3
)-l}/10)+i
230 Hl = !flSC CPCSS iK ,K11~ {Yl- 1^«10 : SOUNS>
0,RM5>i;0i«19+10,10,8:GOSUB 940
290 IF RFLGSCK,K)="1" THEN iaE>f>l = ft!>02+l
5*40 + 3 : K = USR (ADR f ROTS> „ J1I)D2 , AD&IJ
300 MEKT R:NEKT C:50IJHD 0,8^0. 8
310 INC=32:P0KE &L*5 , PEEK f &L+53 -32 : POK
E KSayHpEEKtKSiaU.)-32
320 PMB<liSE = INTCit5CR2HI-43/4J*4 :POKF 54
279 , PMBASE : PHB=PMIBaSE*256 : TB^P 40000
330 RESTORE 340 : FOR 1=1 TO 3:READ J:PL
flYS(I,I3=CHRSi£JJ :NEKT I
340 DATA 255,129,129,129,129,129,129,2
55
350 FOR 1=PMB+512 TO PMB+767:P0KE 1,0:
NEKT I;C1=0:POKE 623,1
360 POKE 559,46:P0KE 53277, 3;P0KE 5324
8,48:P0KE 53249, 0:HPl=l:VPl=16:POKE 53
256,KPl:P0KE 53257, KP1:YP2=YP1
370 FOR 1=1 TO 8:P0KE PMB*511+YP1+I , ftS
CfPLdYSCI,IJ} :POKE PMB+639+YPl + I,ilSC(P
LiftYS<I,IJ) :NEHT I
330 SOUND 0,0,S,0:O=PEEKC764} :C1=C1+1-
fCl=255)*256:P0KE 784,C1:P0KE 705,255-
Cl:I=PEEKi623)
390 POKE 623, (I=i)*4+CI=4} :IF PEEK 4532
79} =3 THEN 1020
395 IF A=255 THEN 380
400 POKE 764, 255 SPOKE 623,1
410 IF IHC<0 THEN 540
420 SOUND 0,40,10,8
430 IF fl<>6 THEN 450
440 KP1=HP1-1:G0SIJB 970: POKE 53248,48 +
16*CHP1-1)
450 IF ifl<>7 THEN 470
460 KP1=XP1+1:G0SUB 970:POKE 53248,48+
16»tKPi-lJ
470 IF AOIS THEN 500
480 YINC=8:G05UB 1008
490 GOTO 528
500 IF ia<>14 THEN 548
510 YINC=-8:G0SUB lOOO
520 iaDD2=PMB+512+YPl:ODDl=flOD2+VINC:X=
USR{A0R{M0US},ftDDl,ADD2,8,l,l) :H=USR(A
DRCMOyS} .ft&RfPLaVSj ,iftDDl,8,l,l}
530 VP1=YP1+VINC
540 IF A<>40 THEH 578
550 Kl=XPi:Yl=INTCCYPl-16J/8+l.S) :flDOi
=SCR2+SHl-lJ«4*C¥l-l}*640:ftDD2=flDDl+15
*40+3
560 H=USRCflDRCH0TS5 ,ADD1,ADD2) :K=tVl-l
)*10+Hi : RFLGS {K , Ki =5TRS (1- (UftL f RFLGS CK
,K)}=1S*1} :GOTO 790
570 IF A<>39 THEN 638
588 SOUND 0,100,10,8
590 POKE DL + 5,PEEKitDL + 5}+INC:P0KE KSSIU
, PEEK tKSiflU} +INC : INC = -INC
600 IF INC>8 THEH POKE 53248 , 48+16»tKP
1-lJ :POKE 53249, 48+i6*fKP2-l}-{XP2=0}*
32
610 IF INC<0 THEN POKE 53248,0; POKE 53
249,0
620 GOTO 380
630 IF i(3i<>t2 OR INC<0 THEH 388
640 SOUND 0,200,10,8
650 IF FLG=1 THEH 680
660 FOR 1=0 TO 7:P0KE PMB+640+YP2+I . 8 =
POKE PMB + 640 + YPl + I,ftSCiPLftVSa+l,I + i}}
;NEHT I:YP2=YPi
670 HP2=XPl:P0KE 53249, 48+i6*CXP2-l) : F
LG=1:G0T0 380
680 K1 = XP1 ; Yl = INT t ?YPl-16J /8 + 1 . 5)
690 H2 = KP2 ; Y2=INT C itVP2-16} /8 + 1 , 5) ; K= CV
i-l}«10+Kl:Yl=IHT£iA5CCPCSSCK,K}}-l)/l
O}+1:H1=«SC{PCSSCK,K)3-CV1-1)*10
700 M=K;GOSUB 940
710 Kl = HP2:Yl=I?<T(CYP2-16)/8 + l-S}
720 X2=XPl:V2=INTCtYPi-16}/8*l,5) :K=fY
l-l}*10+Kl;Yl=INTaASC«PCSS(K,KJ}-lJ/l
83 +l:Xl=flSCtPCSSfK,K))-CYl- 13*10
730 AD2=flDD2
740 G0SU8 940:I=ftSCfPCSSSK,K}} ;PCSS(K,
K)=PCSS(K,N3 :PCSSJN,N3=CHRS(I}
750 IF RFLGS iCN,M}="l" THEH ilD&l = 0D2+15
*40 + 3;K = USRIADR{ROTS) ,aD2,flS)D13
760 IF RFLGS CK,K}="1" THEN A0Ol = Ai>D2+l
5*40 + 3 ; K=USH tADR {H0TS3 „ flDD2 . flDD 1 J
UhUW^'^'KUh"*' '■''''■''' ''*''*'--'-''-^^'^''-
780 KP2=0:POKE 53249 , O : FLG=0
790 X = USRf ADR fCMPS}, SCR, SCR2, 76803 : IF
K=l THEN 380
800 POKE 53248, OjPOKE 53249,0
810 flDDl=i0:FOR 1=0 TO i2:F0R J=0 TO 8
; SOUND a , 200-ftDDl*I , 18,8: ftDDl=-«D&l : FO
R K=l TO 2:HEKT K : NEXT J:NEXT l'
820 GOSUB 1012
860 POSITION 2,2:PRINT «6 ; "CONGRfiTULflT
IONS": POSITION 4, 5 SPRINT 06 : "you did i
870 POSITION 4, 8: PRINT tt6; "PRESS fSE"
; POSITION 3, 9: PRINT a6.:"T0 RUN flGfllN"
ISSUE 22
ANALOG COMPUTING
PAGE 37
880 SOUND 8,198,10,8:POKE 559,0;P0KE 5
68,8:P0KE S61,PEEiC(DL2*19) :POKE 712,9:
POKE 708,4e:P0KE 789,202
890 POKE 719,148:P0KE 559,34:F0R 1=1 T
75: NEXT I: IF PEEK 17643 =28 THEN 50UND
O,0,fl,a:GOTO 28
900 50UND 0,200, 18, 8:P0KE 559,9:P0KE 5
6i,INTt![>L/256} ;POKE 560 , DL-PEEK !f561)»2
56;P0KE 712.C125P0KE 708, C8
918 POKE 789,C9;P0KE 718,C18:P0KE 559,
34:F0R 1=1 TO 75:iHEMT I:IF PEEKC764)=2
8 THEN SOUND 8, 0,0, 8: GOTO 20
920 GOTO 888
938 SEM Move card
940 flDDl = SCR+)CXl-13K4+(Yl-13»640:aOO2=
5CH2+fX2-ii»4+Cy2-lJ*640
950 3<=USRtADRfM0yS) ,idDDl,ADD2,4,16,483
960 RETURN
970 IF «P1>10 THEN KP1=1; RETURN
988 IF KPKl THEN KP1=10
998 RETURN
1800 IF VINC+YP1>104 THEN YINC=16-YP1 :
RETURN
1810 IF VINC*YP1<16 THEN YINC=104-YP1
1011 RETURN
1812 POKE 53248, 8:P0KE 53249,8
1813 DL2={INTCSCR2/1824Jfl)*1024:FOR I
=8 TO 2:P0IKE DL2+I,112:NEKT I:POKE &L2
+3,71
1014 POKE DL2+4,PEEKtDL+4J ;POKE DL2+5,
SCR2HI:P0KE 0L+5,5CR2HI+32:F0R 1=6 TO
16;P0KE DL2+I,7:NEKT I
1015 POKE DL2+17,65:P0KE DL2+18, 8 : POKE
DL2+19,INTCDL2/256)
1816 POKE 87,2:P0KE 88 , PEEK (DL2+43 : POK
E 89, PEEK tDL2+5} SPOKE 559,0.POKE 560,8
;POKE 561, PEEK CDL2+19J
1817 FOR 1=0 TO 11: POSITION 0,1 SPRINT
«6;" ": sNEKT I: POKE
559,34
1818 RETURN
1020 POKE 53248, 0:POKE 53249, O iGRflPHIC
5 OjPOKE 16,64:P0KE 53774,64
1021 POSITION 2,2;? "Must save to sane
disk as screen file":? "ENTER SfiME FI
LENftME"
1022 INPUT NftM5:IF l.ENCNflMS3=0 THEN PO
KE 764, 28: GOTO 20
1023 IF NftM5=FILES THEN ? :? "ERROR-TR
y AGAIN": GOTO 1021
1024 CLOSE «2:TRAP 1820:0PEN a2,8,0,Nft
MS:? tt2; FILES CSNJ :? «2jPCSS:? a2;RFLGS
;CLOSE »2:P0KE 764,28:G0T0 20
1030 DIM LODES C423 : RESTORE 1098: FOR 1=
1 TO 42;SEiftD J:L0DES(I,I3=CHRS<J} :NEXT
I
1040 DIM M0ySC69J : RESTORE 1128:F0R 1=1
TO 69:REaD J :MOUS il , I}=CHRS CJ) : NEKT I
1050 DIM CMPS (107) : RESTORE 1160: FOR 1=
1 TO 107:REiftD J:CMPSCI,I)=CHRS(J) :HEXT
I
1060 DIM R0TStl26} :HESTORE 1220:FOR 1=
1 TO 126:REiaD J:R0TSCI,I}=CHRS(:J) :NEJ<T
I
1070 RETURN
1880 REM Load screen
1890 DftTA 216,104,162,16,169,7,157,66,
3,169,0,157,72,3,169,30,157,73,3,165,8
8,157,68,3,165,89,157,69,3,32,36
1100 OftTfl 228,189,67,3,133,212,169,8,1
33,213,96
1118 REM Move card
1128 DflTA 104,104,133,204,104,133,203,
104 , 133 , 286 , 104 , 133 . 285 . 104 , 184 , 133 , 28
7,104,104,133,208,104.104,133
1138 OATfl 209,164,207,136,177,203,145,
205,136,16,249,198,208,248,29,165,203,
24 ,181,209,133,283,165,284
1148 DATA 105,0,133,204,155,205.24,181
,289,133,205,165,206,105,0,133,206,24,
144,213,96
1150 REM CoMpare MCMory
1160 DATA 184,104.133,204,104,133,203,
184,133,206,104,133.205,104,133,208,10
4,133,287,201,8,208,8,165,208
1170 DATA 201,0,240.4,198.208,198,208,
160, 0,160, 0,177, 203. 209, 205, 208, 48 ,,165
, 207 ,201,8,248,31, 198 . 287 , 185
1180 DATA 283,24,105,1,133,283,165,204
, 105 ,0,133, 204 , 165 , 285 , 24 , lOS , 1 , 133 , 20
5,165,286,185,8, 133,206,24
1198 DATA 144,213,165.288,281,0,240,14
,198,288,24,144.214, 169,1,133,212,169,
0,133,213,96,169,8,133,212
1200 DATA 133,213,96
1210 REM Rotate card
1220 DATA 104,104,133,284,184,133,283,
184, 133,206,104,133,205,169,31,133,289
,169,3,133,210,160, 0, 162,8,177
1230 DATA 203,133,207,169,0,24,10,78,2
87,185,0,282,208,248,133,208,162,8,177
,285,133,287,169,0,24,18
1248 DATA 70,287,105,8,202,208,248,145
, 203 , 165 , 208 ,145., 205 , 165 , 289 . 281 , 8 , 240
,54,198,209,165,218,201,0,240
1250 DATA 35,169,1,133,207,198,210,165
,203,24,101,207,133,203,165,204,105,0,
133 , 204, 165, 205 . 56 . 229 , 207 , 133
1268 DATA 205,165,206,233,8,133,206,24
,144,165,169,37,133,207,189,3,133,210,
24,144,216,96
CHECKSUM DATA.
(see page 43)
18 DATA 134,525,257,210,914,214,367,35
7 , 897 , 678 , 975 , 146 , 514 , 268 , 965 , 7421
150 DATA 939,3,42,902,458,467,215,203,
494 , 644 , 114, 929 , 85 , 845 , 780 , 7040
258 DATA 942,667,155,22,679,339,512,46
5,198, 608 , 558 , 91 , 787 , 442 , 42 , 6507
395 DATA 731,364,787,573,457,845,470,8
49,713,866,730,705,152,96,512,8859
548 DATA 731,452,502,736,422,131,244,5
39,727,828,414,818,819,383,289,7955
690 DATA 839,236,194,816,686,364,545,6
88,669,844,245,477,193,815,382,7985
878 DATA 684,169,175,482,669,743,839,6
99,667,615,207,302,624,947,921,8663
1011 DATA 782,562,783,351,147,664,167,
796,878,541,126,40,332,822,744,7727
1050 DATA 693,774,786,294,93,959,917,6
28,456,694,971,678,715,326,408,9384
1200 DATA 275,369,935,316,683,958,103,
3631
Has More In Store
We're The Experienced Generation
Of ATARI Experts!
• Software — Over 1000 Titles! •Instruction
• Hardware • 24-Hour Bulletin Board at
• Educational & Business (617) 371-1855
Consultations • Shipments Everywhere
• Au±orized Service
HBJ's
Computer Preparation
for the SAT $59.95
Special Savings
Sierra's Wiztype
$25.95
Masteflype
$29.95
Back- to
-Sc
:hool Specials
Start the new school year out ri
ght
with these fine educational programs.
CBS
Counterpoint
20% off
Spinnaker
Success with Math Series
D'Bug
$25.00
20% off
$19.95 - $24.95
Tronix Chatterbee
DLM Dragon Mix
Scholastic
$29.95
20% off
20% off
Weekly Reader
Electronic Arts Word Flyer
Sunburst
Sticky Bear Series
$25.00
20% off
$29.95
New England's^l ATARI Source
RAM COMPUTER CENTER
427 Great Road, Acton, MA 01720 (617) 263-0418
CIRCLE #113 ON READER SERVICE CARD
ISSUE 22
ANALOG COMPUTING
■■npi
B
Tk
•
■. \ It
'^^^■KS^'^
^t
. Ruu.iir.Hn
WINDOW '■
* ' *^
k£.
^ /
RNfNn FAJKO^I
^MO 0KPKNC
24K Cassette or 32K Disk
by Scott Sheck
When the game begins the sky will be clear, but
then a loud siren will sound, warning you of an
Air Attack. You will begin to see missiles heading
toward your central missile base and six missile fac-
tories. The only defense will be to fire your own
high-speed missiles to intercept the oncoming ones.
You are equipped with 30 missiles; however, if the
enemy should bomb your missile base, you will be
left defenseless.
Occasionally, an enemy craft will pass over your
factories, dropping containers of explosive fuel.
Should one of the containers hit a factory, it will
explode. On the other hand, if the container hits
the ground, the explosive fuel will spill out. It will
be hazardous only if ignited by one of the enemy's
missiles.
Periodically, enemy attacks will be suspended while
you are replenished with missiles. The assault will
start up again, but with much faster missiles than be-
fore, and enemy crafts which trax'cl faster, with in-
creased resistance to your interceptor missiles. The
game ends when all of your missile factories have
been destroyed.
Scoring.
Scoring will be as follows: enemy missiles — 5
points; enemy craft — 25 points; and fuel container
— 50 points. Additional points: after each attack
ceases, you will receive 100 points for each missile
:oo.»o«^^
i8#»
f
CASADAPTER
THE ORIGINAL CASSETTE INTERFACE...
Allows you to use your own cassette recorder or
stereo for loading and saving of programs. It makes
your own home stereo or portable cassette player act
just like an Atari 410 or 1010 recorder.
CASADAPTER gives you motor
control, audio, and data channels.
The CASADAPTER plugs directly
into the computer and requires
no other interfaces. An L.E.D.
shows the transfer of all data.
CASADAPTER will work with all
of the Atari brand computers.
CIRCLE #114 ON READER SERVICE CARD
*39.95
Add $2.50 shipping
Send check or money order
COD. accepted
New York State Residents add 7% tax
*Atari Is a trademark of Atari. Inc.
12 Scamrldge Curve
^^. -r^. .^^« Williamsville, New York 14221
COMPUTER PRODUCTS (7i6) 632-3441
ISSUE 22
ANALOG COMPUTING
PAGE 41
factory that has remained standing and 5 points for
each of your unused missiles. Bonus: every 2000
points, you will receive an extra missile factory.
Designing the game.
If you've never programmed a game, you might
ask, "Where do you start in programming a game?"
To answer this question, let's take a look at this
game.
Step 1 — I first started by drawing the scenery
(the non-moving objects). This included the mis-
sile base, the six missile factories, the ground, the
interceptor missiles and the score. Printing the score
(Line 25) involved modifying the display list, which
description — for the sake of brevity — I have
omitted here. The rest of the scenery was drawn by
Lines 400-445 in graphics mode 7.
Step 2 — Next, I figured out what the moving ob-
jects were going to look like. Moving objects in-
cluded the enemy missiles, the enemy craft, the fuel
container and the aim. Before placing these objects
on the screen, I had to find a way to make them
all move at the same time. If you played the game
and watched the objects move, it probably looked
as if they were, indeed, all moving at the same time.
Actually, they were not. Each object was taking
turns moving.
T) show how I did this, let's take as an example
three objects labeled 1-3. To make it look as if all
three objects are moving at the same time, I would
do the following: a. move object 1; b. move object
2; c. move object 3; and d. go back to "a." Your
computer could go through these steps so quickly
that it would appear as if all three objects were
moving simultaneously. To convince yourself of this
RUN the short program below on your computer.
18 GRAPHICS 7: COLOR 1
20 A=l:B=l:C=l:REl1 starting point for
each object
30 PLOT 4e,A:A=A+i:REM Move object i
40 PLOT 6e,B:B=B+l:REH Move Object 2
88 PLOT 80,C:C=C+l:REN MOVe Object 3
60 GOTO 30
Now, suppose you wanted object 1 to move faster
than the other lines. You would do this by adding
the line below to the program:
25 PLOT 40,A:A=A+1
Step 3 — The next step I took was to detect col-
lisions between the moving objects. I did this by
using the two BASIC commands: COLOR and LO-
CATE. This is how I used the color registers: color
— sky (background); color 1 — ground; color 2 —
enemy missiles; and color 3 — explosions, missile
factories, missile base.
This is how I detected collisions (using the LO-
CATE command): enemy missile — if it touches col-
or 3 then erase missile trail and place explosion
there (Lines 120-130), if it touches color 1 then
erase missile trail (Line 130); fuel container — if it
touches color 1 then draw spilled fuel (Line 160), if
it touches color 3 then erase container and place
explosion there (Line 165); and enemy craft — if it
touches color 3 then erase craft and place explosion
there (Line 160).
©
.■"~\
Air Attack.
These are the steps I took when moving the ob-
jects in my game (Lines 50-96):
Lines 8-12 — Move the aim and check if
the button is pressed.
Lines 55-60 — Move enemy craft if it
should be moved and detect its collision.
Lines 80 and 150 - 200 — Move missile if
it should be moved and detect its collision;
move the aim.
Lines 100 - 136 — Move enemy missile cor-
responding to P in Line 50 and detect its col-
lision.
Line 85 — Check if missile base is blown up.
Go back to Step 1.
Setting up the game.
Type in the program and then SAVE it immedi-
ately before running the program. Only after you
have saved the program, type RUN. The screen will
then go blank for about fifteen seconds before the
game begins.
This game requires an Atari with 24K of memory,
however, you can play the game on a 16K Atari, if
the title screen is removed. This is done by delet-
ing the GOSUB 900 in Line 1011 and deleting
Lines 899-995.
Final words.
What inspired me the most in writing this game
was T)m Hudson's article, "Graphic Violence" (ANA-
LOG issue 8). After seeing the demo that was in-
cluded in the article, I was so impressed that I had
to come up with a game using the explosions, so
I used his routine in this game. I later wanted to
include player/missile graphics in my game, and I
PAGE 42
ANALOG COMPUTING
ISSUE 22
found two very easy-to-use player (ANALOG issue
10) and missile (ANALOG issue 11) routines that
Mr. Hudson had also written. Unfortunately, 1
couldn't use these routines due to the large size of
my program. However, I would like to thank Mr.
Hudson for showing me how to add the player rou-
tine to the G.V. routine.
In addition to player/missile graphics, I also have
added two machine language routines which help
speed up the game's action. These routines were
written by D.K. Titchenell. One routine, which is
stored in POK$ in my program, allows my program
to make multiple POKEs. The other, stored in
MOV$, allows fast movement of blocks of RAM
to other areas of RAM. D
Program description.
Line 5 — Set up the scenery.
Lines 8-10 — Check joystick trigger.
Lines 11 - 12 — Move the aim.
Line 25 — Change the score.
Line 26 — Sound of spilled fuel.
Lines 50-96 — Main routine.
Lines 100 - 136 — Enemy missile movement
and its collision detection.
Lines 150 - 200 — Fuel container movement
and its collision detection.
Lines 300 - 319 — Data for the different
enemy missile paths (used in Line 600).
Line 400 — Draw the ground.
Line 421 — Data for position of each mis-
sile factory.
Lines 425 - 430 — Draw the missile fac-
tories.
Line 434 — Draw the thirty interceptor mis-
siles.
Lines 435 - 445 — Draw the central missile
base.
Lines 450 - 460 — Joystick movement data.
Line 600 — Get a different enemy missile
path.
Lines 700 - 842 — Set up players, missiles,
POK$ and MOV$.
Lines 850 - 860 — Sound of the siren.
Lines 1000 - 1020 — Dimension variables
and initialize values.
Lines 2850 - 2880 - Check for a free mis-
sile factory.
Lines 2900 - 3509 - Change difficulty level
of each new attack.
Lines 4000 - 4100 — Count remaining mis-
Some
program listings
reproduced
in ANALOG may contain "strange
" characters not shown on the 1
Atari keyboard. These
are special characters
which use the CI RL, ESC and "ATARI LOGO" (IN- 1
VERSE) keys. Shown
below
is a
ist of these characters and the
key
strokes used to
get th
zm. D
f
CTRL ,
■
INVERSE
CTRL
N
F
CTRL A
— — —
CTRL Z
■
INVERSE
CTRL
N
i
CTRL B
E5C ESC
1
INVERSE
CTRL
J
CTRL C
ESC CTRL
UP-ARROH
G
INVERSE
CTRL
P
H
CTRL D
ESC CTRL
DOHN-ARROM
R
INVERSE
CTRL
Q
1
CTRL E
ESC CTRL
LEFT-ARROW
INVERSE
CTRL
R
/
CTRL F
ESC CTRL
RIGHT-ARRON
■ ■
■ ■
INVERSE
CTRL
S
\
CTRL G
CTRL .
n
INVERSE
CTRL
T
A
CTRL H
CTRL ;
■
INVERSE
CTRL
U
■
CTRL I
ESC SHIFT CLEAR
1
INVERSE
CTRL
V
k
CTRL J
ESC BACK
S
■ ■
INVERSE
CTRL
H
I
CTRL K
""""*"
ESC TAB
If
INVERSE
CTRL
X
■
CTRL L
INVERSE
CTRL
f
1
INVERSE
CTRL
Y
"" -.— .—
CTRL M
IMUERSE
CTRL
A
L'
INVERSE
CTRL
Z
_
CTRL N
INVERSE
CTRL
B
□
ESC DELETE
■
CTRL
INVERSE
CTRL
C
E3
ESC INSERT
*
CTRL P
INVERSE
CTRL
D
□
ESC CTRl
TAB
tCLR)
r
CTRL
INVERSE
CTRL
E
B
ESC SHIFT TAB fSETJ 1
—
CTRL R
— — —
INVERSE
CTRL
F
■
INVERSE
SPACE
+
CTRL 5
INVERSE
CTRL
G
■
INVERSE
•
CTRL T
INVERSE
CTRL
H
□
INVERSE
CTRL
■
CTRL U
— — —
INVERSE
CTRL
I
D
INVERSE
CTRL
.
1
CTRL V
INVERSE
CTRL
J
II
INVERSE
T
CTRL H
INVERSE
CTRL
K
Q
ESC CTRL
2
4.
CTRL H
— — —
INVERSE
CTRL
L
CI
ESC CTRL
BACK
S
1
CTRL Y
n
ESC CTRL
INSERT 1
^^^^^^^H
ISSUE 22
ANALOG COMPUTING
PAGE 43
sile factories and interceptor missiles.
Lines 4200 - 4205 — Is the game over?
Lines 10010 - 15230 — Graphic Violence
initialization.
Program variables.
AMMO — Holds an even number from 80 to
144.
XAIM — P/M X-coordinate of the aim.
YAIM — P/M Y'coordinate of the aim.
XX() — Array holding joystick's X-direction.
YY() — Array holding joystick's Y-direction.
SCORE — Current score.
PNTS — Points to be added to current score.
P — Current enemy missile being referred to.
STREAMS — Number of enemy missiles for
a particular attack.
YPl — P/M Y-coordinate of the enemy craft.
PLYR — P/M X-coordinate of the enemy craft
(220 - off the screen).
RAND — Value from to 255.
PROB — Probability used to determine if
craft or container should appear.
SPEED — Used to speed up craft and enemy
missiles.
Ml — If Ml = l then container has been
dropped, else it's not dropped.
MX — Or. 7 X-coordinate of container.
MY — Or. 7 Y-coordinate of container.
X(P) — X-position of enemy missile P.
Y(P) — Y-position of enemy missile P.
SLOPE(P) — Slope of enemy missile P's path.
START(P) — X-coordinate of where enemy
missile P began.
STCNT — Number of enemy missiles des-
troyed.
STLIMIT — Limit on the number of enemy
missiles for that attack.
MISPD — Used to speed up container speed.
ATTACK - Difficulty level.
B$ — Determines if a missile factory is still
standing (e.g., if B$ = "llllll" then all six fac-
tories are still standing).
S — Stick direction (5 - 15).
PL1$ — Shape of enemy craft.
A1M$ — Shape of the aim.
MOV$ — Machine language routine which
moves blocks of RAM.
POK$ — Machine language routine which
allows multiple POKEs.
FREECITY — Value which signals when to
give a free missile factory.
WHAT IS
D:CHECK/C:CHECK?
Most program listings in ANALOG are followed by a table of numbers appearing as
DATA statements, called "CHECKSUM DATA." These numbers are to be used in conjunc-
tion with D:CHECK and C:CHECK, which appeared in the ANALOG Compendium and
Issue No. 16.
D:CHECK and C:CHECK are programs by Istvan Mohos and Tom Hudson. They are
designed to find and correct typing errors when entering programs from the magazine.
For those readers who do not have a copy of either article, send for a copy of back issue
16 ($4.00) or The ANALOG Compendium ($14.95 plus $2.00 shipping and handling) from:
ANALOG Computing
P.O. BOX 615
HOLMES, PA 19043
PAGE 44
ANALOG COMPUTING
ISSUE 22
I GRAPHICS 2+16:P05ITI0« 5^ 3;? tt6;"air
attack":? tt6:? tttj" by: M4A4aEJ.Tnfg
■':F0R 0=1 TO ieee:KEKT »«»"wi>i
5 G05UB 1888: GOTO 58
8 IF A»H)<75 OR PEEKC644J=C1 THEH 11
5 I=XftlK-45 : T=YftI«-14 : fli^USR tflDR CEXPLSJ
,I,TJ:COLOR CI : PLOT Al«f0,94 : AI<a<fO=AHHO~
C2
18 PLOT S1,8?:DRAMT0 I,T:COLOR CZiDRAM
TO 81,8?:DRAMT0 I,T
II KAIM=KAIM+KHtS>»6:KAIItXAIK+ffXAIM<
583 - tKAIM>137J 1*6 : YAIM::YAIM+YY C5I»4 : YA
IM=YAIM+ t CYAIM<24 J - CYAIM> 92J J »4
15 5=PEEKC632J :POKE 5324?,XAIK: A=U5R CA
DR C«0V$3 , ADR CAIH$} , PrffiASE+e48+YAIM, IIJ
: RETURN
25 SC0RE=5C0RE+PIIT5:P0KE 87,CZ :P0SITI0
« 28, CZ:? ttC6;SC8RE:P0KE 87, 7: RETURN
26 FOR M=95 TO 12 STEP -18: SOUND C3,M,
18,H:NEXT H:G0SU6 868:RETURN
58 5=15:F0R P=CZ TO STREAMS :GOSUB 8
55 IF PLYR<228 THEN 58
56 IF RAND>PR8B THEN 88
57 PLYR=48
58 PLYR=PLYfl+SPEEO : A=USR CADR (POK$} , 532
5e,PLYR,53278,Cl)
68 IF PEEKC53254J=4 THEN PLYR=225 :POKE
53258, 225 : PNTS=25 : GOSUB 25 : A=USR tADR C
EXPLS) , PLYR-45 , YPl-15 J
88 IF Ml THEN GOSUB 158
85 GOSUB 11: COLOR C2: GOSUB 188: LOCATE
88,89,Z:IF Z=CZ THEN COLOR C1:PL0T 88,
94:DRAMTe AMMO, 54 : AMM0=78
86 NEXT P:RAND=PEEK {537783
88 IF Hl^CZ THEN IF PLYR<285 AND RAHD<
PROB THEN Ml=Cl:l«=PLYR-42:P0KE 53252,
PLYR+4:MYrYPl+7:P0KE 53767, C16*183+8
92 IF PLYR<228 THEN YP1=YP1+INT CRND C83
*53 -C2 : ArUSR CADR (mv$3 , ADR CPL1S3 , PMBAS
E+768+YPl,93
96 GOTO 58
188 X::XCP3 :YrY(PJ :PLOT X, Y:X=X+5L0PECP
1 :Y=Y+SPEED: LOCATE X,Y,Z
115 IF ZOCl AND ZOC3 AND Y<89 THEN D
RAHT8 X,Y:XCP3-X:YCP3=V:RETURN
128 IF Z=C3 THEH A=USR «ADR CEXPLSJ ,X, Y3
138 COLOR CZ:DRAHTO START tP3 ,C2 : GOSUB
688 :PNTS=5: GOSUB 25
135 STCNT=STCNT+C1:IF STCNTrSTLIMIT TH
EN 2988
136 RETURN
158 T=PMtASE+384+KY : A=USR {ADR (P0K$3 , 53
766, MY , 53278 , 1 , T+MI5PD, C33
155 IF KY>ie8 THEN POKE T+KESPD, CZ : Ml=
CZ:GOSUB 868:G0T0 165
168 IF PEEK {532483 =C1 THEN POKE T+KISP
D,CZ:M1=CZ: COLOR C3:PL0T HX,88:DRAI{T0
MX-Cl, 98: GOSUB 26 :PNTS=58 : GOSUB 25
165 POKE T,CZ:MY=MY+MISPD:IF PEEK {5324
83=4 THEN A=USR {ADR {EXPLS3 ,KX,HY-283 :P
OKE T+KISPD,CZ:M1=CZ: GOSUB 868
288 RETURN
388 DATA 45,2
381 DATA 158,-2
382 DATA 3,2
383 DATA 36,8
384 DATA 54,2
385 DATA 99,-2
386 DATA 117,-2
387 DATA 99,-2
388 DATA 48,2
389 DATA 148,8
318 DATA 23,2
311 DATA 138,-2
312 DATA 16,8
313 DATA 188,8
314 DATA 56,8
315 DATA 16,8
316 DATA 32,2
317 DATA 128,8
318 DATA 84,8
319 DATA 28,2
488 COLOR Cl:FOR X=CZ TO 7:PL0T X,95-X
ZDRAWTO 159-K,95-X:NEXT X: COLOR C2:PL0
T 7,87:DRAMT0 152,87
421 DATA 11,31,51,183,123,143
425 Y=91: RESTORE 421: FOR K=C1 TO C6:RE
AD X
426 IF B${M,H3=:"8"' THEN 438
427 COLOR C2:FQR B=CZ TO 5:PL0T X+B,Y:
DRAi4T0 X+B,Y-C2:NEXT B
428 COLOR C3:PL0T X, Y-C3 :DRAHTO X+5,Y-
C3
429 PLOT X+C1,Y-4:0RAKT0 X+C6, Y-4 :DRA«
TO X+C6,Y-C1:PL0T X+7, Y-C2:DRAHT0 X+7,
Y-5:DRAWT0 X+C2, Y-5 :PLOT X+C2,Y
438 NEXT M
434 COLOR CZ:FOR B=88 TO 144 STEP C2:P
LOT B,94:NEXT B:AI«fO=144
435 RESTORE 439 : F=CZ :COLOR C3
436 FOR T=C1 TO 4:READ X,Y,Z:PLOT X,Y:
DRAHTO Z,Y:NEXT T:IF F=CZ THEN F=1:C0L
OR C2:G0T0 436
437 COLOR C3:PL0T 84,89:PL0T 87,92:PL0
T S5,87:DRAUT0 85,89:C0LOR CZ:PLOT 81,
87:PL0T 82,87:PL0T 88,93
439 DATA 74,91,88,75,98,89,77,88,84,78
,87,84,73,93,86,73,92,86,76,98,83,76,8
9,83
445 RETURN
458 RESTORE 468: FOR X=5 TO 15: READ N:X
K(X3=N:READ N : YY {X3 =N : NEXT X:RETURN
468 DATA 1,1,1,-1,1,8,8,8,-1,1,-1,-1,-
1,8,8,8,8,1,8,-1,8,8
688 STR«TYPE=INT{RND{CZ3»43+{4»P3 :REST
ORE STRHTYPE+3e8:READ B,C :X {P3=B: Y {P3=
C2 : START (P3 =B : SLOPE {P3 =C : RETURN
788 A=PEEK {1863 -28 : PI«ASE=256KA : A=USR (
ADR {POK53 , 54279 , A , 559 , 46 , 53277 , 3 , 53248
, PI, 623, 2, 784, 286, 786, 62, 785, 155
738 PLYR=4e:Y=384
848 Y=384
842 POKE PI«ASE+Y,CZ:A=USR{ADR(H0V$3,P
>»ASE+Y,PWBASE+Y+1,2553 :IF Y=384 THEN
Y=648:G0T0 842
843 RETURN
858 Y=ATTACK#-C2:F0R X=C1 TO C2: SOUND
C3, 174+Y , 18 , 8 : SOUND CI, 176+Y, 18, 7 : FOR
Y=58 TO 388: NEXT Y:NEXT X
868 SOUND C3,CZ,CZ,CZ:S0UND C1,CZ,CZ,C
Z : RETURN
899 REM DRAK VERTICAL LINES
988 RESTORE 99e:F0R D=l TO 35e:NEXT D
918 READ X,Y:IF X=-l THEH 929
911 COLOR 3:PL0T 81,87:DRAWT0 K,Y:S0UN
D 8,8,8,e:C0L0R 8:DRAMT8 81,87:DRAUTQ
X Y
9i5 FOR I=Y TO Y+7
925 COLOR I/2:PL0T X,I:SOUND 8,1,8,8
927 NEXT I:GOTO 918
929 COLOR 2:PL0T 119, 35 :DRAWTO 112,42:
DRAUTO 119,58:PL0T 97,24 :DRAHTO 184,31
938 REM DRAM HORIZONTAL LINES
932 READ X,Y:IF X=-l THEN 958
935 FOR I=X TO K+?
945 COLOR I:PLOT I,Y:SOUND e,Y,18,8
947 NEXT I: GOTO 938
958 RESTORE 998: FOR D=l TO 388: NEXT D:
SOUND 8,8,8,8
952 READ X,Y:IF X=-l THEH 968
955 A=USR{ADR{EXPLS3,X+l,Y+33 :FOR 0=1
TO 30: NEXT 0:GOTO 952
968 FOR Y=8 TO 6 : A=USR(ADR {EXPL$3 ,184,
16+Y»73:NEXT Y:FOR Y=0 TO 3:A=USRtADRt
EXPLS3, 119, 35+Y»83 : NEXT Y
962 FOR 0=1 TO 588: NEXT D: RETURN
998 DATA 78,16,78,24,77,16.77,24,87.16
,87,24,97,16,97,24,184,16
991 DATA 58,35,58,43,57,35,57,43,65,35
,65,43,76,35,76,43,83,35,83,43,98,35,9
8,43,188,35,188,43,112,35,112,43,-1,-1
993 DATA 78,16,78,24,84,16,84,31,97,16
,97,24
995 DATA 58,35,58,43,62,35,73,35,83,35
,83,43,188,35,188,58,-1,-1
1888 DIM SLOPE {183, X {183, Y {183, START {1
83 , B5 {63 , XX {153 , YY {153 , PLlS {93 , AIMS Cil
3,M0US{393 ,P0K5{253
1885 CZ=8:Cl=l:C2=2:C3=3:C6=6:P0KE 559
,CZ:GOSUB 18818:G0SUB 458:P0KE 559,34
1889 GRAPHICS 7+16 :DL=PEEK {5683 +256«PE
EK{5613
1818 SCeRE=CZ : FREECITY=28e8 : ATTACK=CZ :
BS="111111":685UB 788: GOSUB 3888
1811 GOSUB 988:G8SUB 858 : A=USR {ADR {PSK
S3, 718, 2, 712, 148, DL+3, 663
ISSUE 22
ANALOG COMPUTING
PAGE 45
1028 RETURN
2858 IF SCORE<FREECITY OR B$="illlll"
THEN 2888
2855 FOR M=C1 TO C2:F0R T=C1 TO C3:F0R
K=15 TO CZ 5TEP -4:50UHD Cl,48-T»5,10
,K:NEKT K:NEKT T:NEKT M
2856 SOUND C1,CZ,CZ.CZ
2868 M=INTtRNDtCZ3»C6J+Cl:IF B*CK,KJ="
1" THEN 2868
2865 B$ fX , m ="1" : FREECITY=FREECITY+288
8
2888 RETURN
2988 l«.=CZ:PLYR=228: COLOR CZ:FOR P=CZ
TO STRE«HS:PLOT K CP] , Y(P] : DRAWTO START
(P) C2:HEXT P
3888 GOSUB 848:S0UND C3,CZ,CZ,CZ: ATTAC
K=ATTACK+Cl:IF ATTACK>9 THEN flTTACK=9
3815 RESTORE 3588+ATTftCK :READ A,B,C,D,
E : STLIMIT=fl : STREfl«5=B : SPEED=C : PROB=D : M
ISPD=E
3818 FOR P=CZ TO STREAHS :GOSUB 688: NEK
T P
3828 IF ATTACK>C1 THEN GOSUB 4888 :FOR
D=C1 TO 208:NEXT D:GOSUB 2858:G0SUB 42
88
3288 STCNT=CZ : YPl=6e : YAIH=68 : KAIM=99
3228 POKE 752,Cl:? ttC6; "5" :PNTS=CZ : GOS
UB 25: GOSUB 488: IF ATTACK>C1 THEN GOSU
B 858: GOTO 50
3408 RETURN
3581 DATA 15,3,2,5,1
3582 DATA 28,3,3,18,1
3583 DATA 28,4,3,15,2
3584 DATA 28,4,5,28,1
3585 DATA 28,4,6,48,1
3586 DATA 28,4,6,95,2
3587 DATA 28,4,7,99,2
3588 DATA 28,4,7,148,3
3589 DATA 28,4,9,288,3
4888 FOR D=C1 TO 280: NEXT D: RESTORE 42
l:COLeR CZ:Y=91:BS="8e8e08"
4885 FOR X=C1 TO C6:REA0 A: LOCATE A+C3
Y~C2 Z
4818 IF Z=C2 THEN PNTS=188 : GOSUB 25:F0
R B=CZ TO 7:PL0T A+B,Y:DRAHTO A+B,Y-5:
NEXT B: GOSUB 4188 : B$ CX, XJ ="1"
4848 NEXT X
4855 COLOR CI: FOR B=AI«tO TO 88 STEP -C
2:PL0T B,94:G0SUB 4180 : PNTS=5 : GOSUB 25
:NEXT B
4898 RETURN
4188 FOR 5=5 TO 45 STEP ie:SOUND CZ.S,
8,S/C3:NEXT S:SOUND CZ,CZ,CZ,CZ:FOR D=
CI TO 28: NEXT D: RETURN
4288 IF B5<>"888888" THEN RETURN
4281 P OKE 53277, 8: GRAPHICS C2:? ttC6;"
PRESS \*ilU BUTTON"," TO PLAY AGAIN" :P
OSITION 4,5:? ttC6; "score:"; SCORE
4282 IF STRIG(8}=8 THEN POP : GOSUB 188
9: GOTO 50
4285 GOTO 4282
18818 DIM INIT$ (413, EXPL$ (29), MAINS C35
53 , COORD1$ C89 J , C00RD2S f 89 J : RESTORE 118
88
18828 FOR X=l TO 89: READ A :C00RD1$ CX,X
J=CHRSCAJ :NEXT XiFOR X=l TO 89: READ A:
C00RD2SCX,X)=CHRSCAJ :NEXT X
18848 FOR X=l TO 41: READ A: INITSCX,X)=
CHR5CA3:NEXT X:FOR X=l TO 355:HEA0 A:M
AIN$(X,X]=CHR${A] :NEXT X
18858 FOR X=l TO 29 : READ A :EXPL$CX, X3=
CHR$CA3 :NEXT K
18868 FOR X=l TO 25: READ A : POKS tX,XJ=C
HR$(A3:NEXT X : FOR X=l TO 39: READ A:iWU
$(X,X3=CHR$CA3 :NEXT X
18878 FOR X=l TO 9:READ A :PLlStX,X)=CH
RSCA3:NEXT X:FOR X=l TO 11: READ A:AIHS
CX , X3 =CHRS CA3 : NEXT X
18888 POKE 1558,192:P0KE 1569,48:P0KE
1578,12:P0KE 1571,3
18188 A=USR (ADR (INIT$3 , ADR (HAINES , ADR (
C00RD1$3 , ADR (C00RD2S3 , 8 , 13
18118 RETURN
11818 DATA 8,1,255,8,255,8,255,2,1,1,8
,254,255,1,8.1,254,254,2,8,1,255,2,2,2
,255,254,1,253,3,3,4,252,253,254
11828 DATA 255,254,2,3,3,253,8,8,8,4,4
,252,255,2,8,3,2,1,253,254,254,252,253
,3,253,252,251,251,252,4,3,4,255
11838 DATA 5,5,5,253,1,254,8,255,252,2
53,251,253,252,3,4,3,1,255,1,2,4
12888 DATA 8,255,1,2,254,255,8,1,254,8
,1,8,255,1,253,253,2,255,255,254,2,3,2
,8,254,2,1,3,254,1,254,255,8,1,253
12818 DATA 253,254,3,2,8,3,252,4,3,8,2
,2,4,4,5,3,253,252,8,3,4,254,252,252,2
,1,1,8,255,254,255,1,251
12828 DATA 8,255,1,4,4,252,251,252,253
,253,255,255,3,253,253,4,251,5,5,252,3
13888 DATA 184,169,8,141,8,6,141,1,6,1
84,178,184,168,169,7,32,92,228,184,133
,284,184,133,283,184,133,286
13818 DATA 184,133,285,184,184,141,11,
6,184,184,141,12,6,96
15888 DATA 216,165,16,41,127,133,16,14
1,14,218,173,11,6,248,28
15818 DATA 173,14,6,24,185,16,141,14,6
,173,198,2,41,15,13
15828 DATA 14,6,141,198,2,173,12,6,248
,22,173,13,6,248,17
15838 DATA 56,233,1,141,13,6,74,74,74,
141,1,218,169,48,141
15848 DATA 8,218,173,8,6,248,31,238,1,
6,174,1,6,173,2
15858 DATA 6,157,64,6,173,3,6,157,85,6
,169,127,141,13,6
15868 DATA 169,0,157,186,6,141,8,6,141
,5,6,238,5,6,173
15878 DATA 1,6,285,5,6,16,3,76,98,228,
174,5,6,169,8
15888 DATA 141,4,6,189,186,6,281,89,48
,51,238,4,6,56,233
15898 DATA 89,281,89,48,41,138,168,232
,236,1,6,248,2,16,21
15188 DATA 189,64,6,153,64,6,189,85,6,
153,85,6,189,186,6
15118 DATA 153,186,6,288,288,227,286,1
,6,286,5,6,169,8.248
15128 DATA 176,254,186,6,168,189,64,6,
24,113,283,141,6,6,281
15138 DATA 168,176,159,189,85,5,24,113
,285,141,7,6,281,96,176
15148 DATA 146,18,133,287,169,8,248,2,
248,137,133,288,165,287,18
15158 DATA 133,287,165,288,42,133,288,
165,287,18,133,287,141,9,6
15168 DATA 165,288,42,133,288,141,8,6,
165, 287, 18, 133, 28? , 165, 288
15178 DATA 42,133,208,165,287,18,133,2
87,165,288,42,133,288,165,287
15188 DATA 24,189,9,6,133,287,165,288,
189,8,6,133,288,165,88
15198 DATA 24,181,287,133,287,165,89,1
81,288,133,288,173,6,6,41
15288 DATA 3,168,198,32,6,142,18,6,173
,6,6,74,74,24,181
15218 DATA 287,133,287,165,288,185,8,1
33,288,168,8,173,4,6,288
15228 DATA 11,173,18,6,81,287,145,287,
169,8,248,132,173,18,6
15238 DATA 73,255,49,287,145,287,169,8
,248,241
18888 DATA 184,173,1,6,281,28,48,5,184
,184,184,184,96,184,184,141,2,6,184,18
4,141,3,6,159,1,141,8,6,96
17888 DATA 184,74,178,168,8,184,133,25
5,184,133,254,104,248,4,288,145,254,13
6,104,145,254,202,288,237,96
18888 DATA 184,184,133,215,184,133,214
,184,133,217,184,133,216,184,133,218,1
84,178,168,0,177,214,145,216
18818 DATA 288,288,4,238,215,238,217,2
82,288,242,198,218,16,238,96
19888 DATA 8,8,68,255,165,255,68,8,8
28888 DATA 8,8,8,8,8,62,8,8,8,8,8
(CHECKSUM DATA continued on page 46)
PAGE 46
ANALOG COMPUTING
ISSUE 22
The Most Fun You' II Have With Your Printer
MegaFont II
The Complete Program Lister and Graphics Dumper
by Richard Rognlie and l?andy Dellinger
". . . dandiest program lister . . ."Creative Computing
Dump your Graphics 7+ and 8 screens (created with MicroPainter,
Koalapad, etc.) to your printer in quarter, halfor full page size. ListALL
control and inverse characters in any of 1 1 fonts provided. Or use any
character set editor to create your own fonts. l\Jew Featuresr Type
directly to printer, change line spacing on listed files, 2 new fonts. For
use with NEC, Prowriter, Epson W/Graftrax or compatible printers.
Please specify printer.
48K disk Only $24.95
The Ultimate Atari Database Manager
MegaFiler
by Jerry Kwlt (Mode lUlixer 2)
User Friendly — Powerful — Menu Driven
IVlegaPiler is the most powerful system for keeping records your Atari
computer has ever seen. It will allow you to store data on multiple
disks, define formulas, modify database records, add or delete fields,
and modify field lengths. Features Report and Label Generation. This
database system compares with databases (costing hundreds of
dollars) running on other computers.
48K disk Only $29.95
Improve Your Math Skills With
EoMPUTER "*" '^
a by Johnny Masuda
^SSISTED 32K disk or tape Only $19.95
yJj ATH "• • • can easily compete with the high-
priced spreads. . ."
Creative Computing
"ROGRAM
Create Your Own Game Screens With
Mode Mixer 1 & 2
by Margie Bliss and Jerry Kwit
48K disk Only $19.95
Add 52.00 for shipping and handling. C.O.D. orders please add SI. 65 more
Virginia residents add 4% sales tax. Send check or money order to:
XLENT Software
PO. Box 5228
Dept. B
Springfield, VA 22 1 50
24 Hour Order Phone: (703) 644-8881
Dealer Inquiries Welcome
CIRCLE #115 ON READER SERVICE CARD
CHECKSUM DATA.
(see page 43)
1 DftTft 141,588,472,252,546,685,712,346
,992,782,167,197,748,423,393,7382
88 DftTft 959,51,484,381,239,639,485,968
,999,546,354,596,348,521,563,8845
165 OftTft 975,583,894,911,618,894,897,7
51,911,753,911.728,887,916,892,12521
313 DftTO 713,982,895,892,723,986,887,4
13,183,535,385,913,589,831,751,18358
434 DATA 859,77,16,768,692,684,898,18,
729,176,317,348,637,618,538,7371
868 DATA 349,429,178,782,548,538,788,8
71,718,687,689,531,587,879,683,9873
952 DATA 697,325,764,529,892,863,846,9
62,822,314,526,32,527,781,537,9417
2855 DATA 469,98,888,988,813,735,5,392
,585,737,842,274,795,242,437,8132
3583 DATA 453,449,455,473,485,732,731,
864,663,418,539,787,794,39,963,8765
4281 DATA 882,894,735,321,122,917,862,
341,983,758,198,43,981,928,385,9182
12888 DATA 964,263,34,432,51,377,13,7,
217 , 458 , 996 , 743 , 441 , 863 , 381 , 6152
15188 DATA 958,239,326,614,853,887,899
,169,378,615,968,489,269,122,387,8877
17888 DATA 525,454,933,938,561,3483
MASTER PAINTER
FUN FOR THE ENTIRE FAMILY
If you are a preschooler, a Phd or anywhere in between, you will enjoy
becoming an artist using MASTER PAINTER. Display up to 22 shades
from just 4 colors. Hi-Resolution (160x192) just lil<e graphics type 15.
Will run on any 800,400 or xl series with or without the GITA chip. Re-
quires 4Bk of RAM. 35 powerful single key stroke commands allow the
user to easily create colorful paintings. Software is provided so that you
can easily use your paintings in your own basic programs,
$39.95 for disk. $34.95 for tape.
MASTER FONT
An efficient and easy to use character editor. Edits up to 4 characters at
a time. Display new characters in graphics 0, 1, 2 or their four color
counterparts. Nine screens allows you to design animation sequences
and actually see what the animation looks like. The program is com-
pletely menu driven. Character sets may be saved lo tape or disk. Soft-
ware is provided so that the character sets can be used in your own
basic programs.
$24.95 for disk, 1 9.95 for tape.
MASTER TEK
Master Tek — Finally, a teklronix terminal emulator for the ATARI, with
tektronix 4010 capabilities. Also allows the uploading and downloading
of files to and from a host computer. Includes screen dump to graphics
printers. A disk drive and 48k of RAM are required.
$95.95 (disk only,. ^ISKCRAM
WHY WASTE VALUABLE DISKS?
DISKCRAM is here at last! A powerful set of utilities capable of storing
up to 10 single stage boot tapes, boot disks or binary files on 1 disk.
DISKCRAM disks will run most binary files without DOS. FAST ! I The
menu on disks created with these utilities will be on-screen in less than 3
seconds. Boot tapes may also be created, even from binary files. Re-
quires 48k of RAM and basic cartridge.
$39.95 (disk only).
from FUTURE TECH SYSTEMS
123 THE MEADOWS
APOLLO, PA 15613
Phone (412) 639-9560
MASTER CHARGE and VISA accepted
Pa, residents add 6% sales tax. Dealer inquires invited
Atari and Tektronix are registered trademarks
CIRCLE #116 ON READER SERVICE CARD
ISSUE 22
ANALOG COMPUTING
PAGE 47
The
New
Atari
The 1984 Summer
Consumer Electronics Show
by Arthur Leyenberger
The Consumer Electronics Show is a twice -yearly
event at which manufacturers of electronic products
display new products and announce what will be forth-
coming in the following months. The show is held in
Las Vegas in January and in Chicago in June, and is
attended by close to 100,000 people each time. The
June show is especially important, because new pro-
ducts are announced that will become available for the
Christmas buying season.
Currently Atari is down to under 1000 employees,
from a high of over 7000 in 1982. Alay Kay, Chris
Crawford and long-range research and development are
no longer part of our favorite company. There is con-
tinued talk of a buy-out by Phillips Corp. But just when
many people thought that Atari was down for the final
count, along comes the 1984 Summer CES, in which
Atari rolls out their new products and their new cor-
porate identity.
There is no doubt that Atari is an emotional word
for most of us. Our love/hate relationship goes back
many years. Being loyal Atari enthusiasts, we continue
to hope that Atari will eventually come out with a
series of computers and peripherals that will again lead
the industry. Only this is not to be, at least not in the
way that we have wanted. Based upon what was seen
in Chicago, Atari has become primarily a publisher of
software and a marketeer of hardware. This is not neces-
sarily bad; it just means that Atari will no longer be
a full line company with long-term hardware and soft-
ware research and lengthy product development cycles.
If you look at the products announced at CES, the
company's new direction is readily apparent. Atari even
billed their opening press conference, held on the first
day of the show, as "June 3, 1984, the day the future
began." Let's take a look at the new products and see
what the new Atari has to offer.
Hardware.
Although Atari wasn't openly showing the 1450XLD
computer and the 1090XL expansion box, they did have
them available for viewing by third-party software de-
velopers. The 1450XLD is no longer being called that
but is simply referred to as the new high-end computer.
Currently scheduled for a late fall introduction, the new
machine will have 64K of RAM and will be compat-
ible with existing Atari software and peripherals, at a
cost of under $1000. It will contain a built-in double-
sided, double-density disk drive capable of storing 352K
bytes on a disk. The disk drive is connected directly
to the processor bus, which means it will operate five
times faster than other drives using the serial I/O in-
terface.
The new computer contains a built-in 300 baud
modem and a speech synthesizer rumored to be better
than the one first shown a year ago. Also, telecommu-
nications software and a mini-database called The
Grapevine are built in. One of the uses of the Grape-
vine is allowing customers to receive customer service
information via their computers. The new computer was
said to be "70 to 80 percent compatible" with the IBM
PC.
PAGE 48
ANALOG COMPUTING
ISSUE 22
The 1090XL Expansion Box was also shown to soft-
ware developers. It will have five expansion slots and
contain a 64K RAM card. TTiis will increase the memo-
ry of a 600XL to 64K (80K bank select) and an 800XL
or high-end computer to 128K. Atari is supposedly work-
ing on an 80-column video card, a clock/calendar card
and a CP/M card.
The most exciting piece of hardware introduced by
Atari was the MindLink system. This device is com-
posed of a headband connected to an infrared trans-
mitter and a receiver that connects to a video game
or computer up to 20 feet away. Using electromyogram
transducers, the headband can detect minute electrical
energy generated from the muscles in the forehead. By
tensing and relaxing the muscles in your face and fore-
. head, you can control a computer or video game screen
without using a joystick. The MindLink will sell for
approximately $100 and, initially, be available for the
BCS and 7800 video game this fall. The computer ver-
sion will be available in early 1985.
7800 ProSystem.
Atari was showing two MindLink VCS games. One,
Bionic Breakthrough, was the familiar Breakout game
with the paddle at the bottom of the screen controlled
by your forehead. The screen changes color and the
player is rewarded with higher point totals as he or she
relaxes during the game. Interestingly, if the infrared
beam is broken when a person walks between you and
the receiver, the game instantly pauses. Likewise, if the
phone rings, just get up and answer it, and the game
will wait for you.
I was able to try the game for about fifteen minutes.
By the time I finished, I was playing fairly well. With
continued practice, I think I could get used to this uni-
que input device. Anyway, I was impressed with Mind-
Link. With a hands-free input like this, who needs a
mouse?
There are many possible applications for MindLink.
Software planned by Atari covers a range or areas, in-
cluding relaxation, education, ESP and thought games
that rely on memory and intuition, biofeedback and
relaxation. The product manager of MindLink told
me that it would eventually gain serious computer appli-
cation software. Its use by physically impaired persons
would be a major breakthrough. In a word processing
program, for example, with some clever programming,
MindLink could be used for two-dimensional cursor
positioning by a quadriplegic.
Atari was also showing the 7800 ProSystem and the
computer keyboard upgrade for it. The keyboard will
operate with 4K of RAM and is expandable to 20K.
It is compatible with Atari home computer peripherals
but not with existing computer software. The 7800 will
list for $150 and should be available in July. The com-
puter keyboard will probably cost less than $100 and
be out by the end of the year.
Software.
Five software titles were announced for the 7800 com-
puter keyboard. They include a terminal program, word
processor and BASIC. AtariLab and Typing Tutor will
also be available. Prices were not disclosed.
A dozen new Atarisoft titles were announced for
other computers, including their first educational pro-
gram. Typo Attack. Atari plans to add educational soft-
ware to its already extensive list of game titles under
the Atarisoft label.
New life was pumped into the aging VCS video game
system with the introduction of the "superchip" tech-
nology series of games. VCS games in this series have
upgraded graphics due to the increase in ROM (read
only memory). Instead of the previous 8K maximum,
superchip VCS games have 16K of ROM and a special
interface chip. New VCS titles include Track and Field,
The Last Starfighter (based on the recent film), Jr.
Pac-Man, Millipede, Stargate, Crystal Castles and
(David's) Midnight Magic. These same titles have been
aniiounced for the 5200 game and computer.
The two new Lucasfilm games were being displayed
on the 5200 and 7800 video games and the computer.
The graphics in both games are excellent— outstand-
ing when seen on the new 7800 system. Lucasfilm's com-
puter division used sophisticated animation techniques
and graphics technology to develop these games, and
it really shows.
Ballblazer is a futuristic, high-speed soccer type of
game that uses a split screen to convey the action. Each
of the players gets their own unique first-person view
with a three-dimensional perspective. The music that
accompanies the game is an improvisational jazz score
that is as innovative as the game play. The other Lucas
title is called Rescue on Fractalus. Here, you navigate
your Valkyrie Fighter through the treacherous canyons
of Fractalus in search of downed pilots. A first-person
viewpoint is used for the flight simulation, and fractal
geometry effects the three-dimensional random graphic
sequences.
The theme of this particular Consumer Electronics
Show seemed to be educational software. Atari fell in
line with a series of new educational titles, some of
them very well done. Under the Atari Learning Systems
umbrella, several series of programs were announced for
ISSUE 22
ANALOG COMPUTING
PAGE 49
a wide range of ages. The Milestone series represents
top of the Une educational software from Atari. The
previously announced AtariLab Starter Set (temperature
module) and Light Module lead off this educational
line. With these two products, the home computer sci-
ence student can learn about temperature and light by
conducting experiments and completing workbook ex-
ercises. They are geared for elementary and junior high
school students.
Ball Blazer.
Escape from Fractalus.
Find It! is a group of computer activities designed
for the development of visual perception skills. Rang-
ing from simple to moderately complex, these allow
young children to participate in such tasks as finding
the animated figure in a crowd, matching geometric
shapes or solving visual puzzles. The ABC of CPR is
the first entrant in the home health software library,
focusing on the basics of health/medicine. The first of
a two-part tutorial is titled First Aid. This program is
intended to build awareness and background informa-
tion as a prelude to formal training in medical assis-
tance. Graphics, sound and animation are used to teach
first aid techniques to both children and adults.
Wheeler-Dealer is a simulation of an automobile
assembly plant, aimed at children twelve and older.
Supply and demand economics are taught by setting
up and maintaining a profitable business. The player
actually designs and assembles vehicles, acquires raw
materials and selects staffing and pricing, based upon
options given for maximum profitability. Up to four
players can compete in this simulation, which even in-
cludes price freezes and strikes.
The Simulated Computer uses a computer to show
what goes on inside a computer. While not a new title
— Atari bought this one, as they did several others —
Simulated Computer lets the user program a see-
through mock-up of a computer system, then see the
results of each action as the computer carries out the
program. Turtle designs and sound effects can also be
achieved with this program designed for children ages
10 and up.
Telly Turtle is the next in the series. It is a pictorial
pre-Logo version of the turtle graphics concept. There
are four levels available, with the top level being a true
programming language. Once this level is mastered, the
user would continue on to Atari Logo.
All of these educational titles will be available for
other computers in addition to the Atari. Apple, Com-
modore and IBM computers will be supported. In ad-
dition, AtariLab will become available for other ma-
chines as well.
The most exciting Atari educational programs an-
nounced were the "Futuremakers" series. There are two
initial titles, aimed at ages 10 to adult, that deal with
the space program. This Is Ground Control is a sim-
ulated voyage through our solar system. The journey
involves spacecraft design, course planning and flight
operations — as you deal with the principles and tech-
nical constraints of real space travel. Excellent graphics,
using a three-dimensional view perspective, create a
feeling of actually being out in space. Planet fly-bys
are unreal.
Through the Starbridge is the other title and incor-
porates fact and science fiction, as you travel the uni-
verse and explore everything from black holes to qua-
sars to aliens. Theories and facts about physics, logic,
chemistry, mathematics and astronomy all blend togeth-
er to make this program educational and entertaining.
Both of these "Futuremakers" titles share several ele-
ments. A heads-up display is used to present the view
out of the craft's window, with 3-D animated graphics
of planetary approaches and swing-bys. A joystick,
lightpen or touch tablet may be used as the control.
The game can be saved to disk for future continuation.
Random start-up scenarios present the user with a dif-
ferent identity and a different set of parameters each
time the program is used.
These programs appear to be excellent. Only demos
PAGE 50
ANALOG COMPUTING
ISSUE 22
could be seen at the show but, as mentioned earlier,
they were very impressive. This Is Ground Control
and Through the Starbridge will be available by Sep-
tember and will sell for $39.95.
The SYN-series— Syncalc, Synfile+ and Syntrend
— were present but not prominently displayed at CES,
since they are already on retailers' shelves. Synapse
created the three programs exclusively for Atari and
announced them a year ago. Proofreader is a revised
spelling checking program for the Atari, similar to
APX's Atspeller. Expect to see it soon.
Syntrend, Synfile+ and Syncalc.
.l^Jr -g
;3K jalue Pncs-.S
:a^ ^aiue Sharss;
-r-sn-z 3riC9;S
inc."
=urchass Date: 31.
983S.14
.3335, 14
Synf ile + .
Additional game titles for the computer include;
Gremlins (based on the hit movie). The Last Star-
fighter, Hobgoblin (Atari's first text-adventure game,
tentatively titled). The Final Legacy, Track and Field,
Crystal Castles, Pole Position II, Elevator Action and
Jr. Pac-Man. Most of these games will be available in
the third quarter of 1984.
As you have seen, Atari announced quite a few new
products at the Summer Consumer Electronics Show
in Chicago. Many of the products were not developed
in-house, but, rather, were purchased or licensed from
the outside. Almost all of the software that was an-
nounced will become available for other computers.
Even hardware products like MindLink and Atari-
Lab will eventually find their way onto such compu-
ters as Commodore and Apple. This is in keeping with
Atari's new role as a publisher and marketeer.
PORTFOLXO PERFORHANCE
47.9
44.7 .
4X.5 .
38. Z .
35.8 .
31.. a .
28.5
25.3'
2.8 4.8 6.8 8.8 18
8.8 18.8 12.8
TIHE PERIOD
-^ESTIMATE
Syntrend.
During discussions with Dave Ruckert, Vice Presi-
dent of Marketing for Atari, 1 discovered that the deci-
sion to actually go ahead with the high-end computer
(1450XLD type) and the expansion box was made with
the advanced user in mind. According to Rupert, if it
wasn't for the continued input and support from indi-
viduals, user groups, CompuServe users and other dedi-
cated users, these products would not have made it.
Perhaps Atari does listen, after all.
Other software.
Much of the software introduced by third-party sup-
pliers at CES was either educational, not for the Atari,
or both. There is no space here to list all of the addi-
tional software that was seen for the Atari, however,
two new software products from one supplier were very
impressive.
Batteries Included is a Canadian company that, un-
til now, has produced software for the Commodore 64-
Their C64 word processor, called Paper Clip has been
a top seller. Now they have announced an Atari ver-
sion of Paper Clip that may become the ultimate word
processor for the Atari. It is impossible to describe all
of the features of this product, so 1 will just mention
a few.
Paper Clip is compatible with standard Atari DOS
files and is the first word processor to interface with
Atari's new 80-column card (presumably Atari's new
Super AtariWriter will, too). The program disk comes
with over fifty printer configuration files, and each one
may be further customized. A macro command allows
a single keystroke to enter and display a set of repeatedly
used strings of text — or even entire sentences — at any
point in the body of the text. There is on-screen display
of up to 132 columns, which can be formatted to 80
ISSUE 22
ANALOG COMPUTING
PAGE 51
columns with the print preview command. Finally, there
are dual text windows which allow the simultaneous
editing of two files, plus cut and paste transfers from
one file to another. Paper Clip for the Atari will list
for $89.95 and be available during the second half of
1984.
The other product announced by Batteries Included
is called Homepak. This $49.95 program is really a
combination of three programs in one: a smart tele-
communications program, an information management
system and an easy-to-use word processor. Hometerm,
the telecommunications program, features X-Modem
protocol for exchange of data between computers, bul-
letin boards and data banks such as CompuServ. Fea-
tures such as an on-screen clock and unlimited capture
buffer make this a very promising program.
Homefind is the information manager which lets
the user employ English language commands. For ex-
ample, 1 may store an item like this: "Atari's chief exe-
cutive officer is James Morgan." Later, I can simply ask,
"Who is James Morgan?" and I will see displayed on
the screen, "Atari's chief executive officer."
The third program in Homepak is called HomeText.
While not as sophisticated as Paper Clip, this straight-
forward word processor offers many features — such as
cut and paste, mail merger (with Homefind), headers,
footers and page numbers.
Batteries Included looks like a company that is headed
for success in the Atari market, based upon the first
two products they were showing. Best of luck to them
and other software companies that continue to support
the Atari computer and the Atari computer user.
Postscript.
No description of a Consumer Electronics Show is
complete without mention of the one product that was
the undeniable hit of the show. In this case, it was the
Amiga personal computer. While not specifically an
Atari product, the fate of Atari users and future Amiga
PC owners seems likely to be intertwined. Here's why.
With a Motorola 68000 CPU, 128 bytes of RAM,
very high resolution graphics, built-in disk drive, mo-
dem, NTSC (television), composite and RGB outputs,
this machine makes Apple's much-touted Macintosh
look primitive. Its IBM compatibility, 16 -bit operating
system and phenomenal sound and graphics features
could make this the graphics computer of the 1980s
that we've all been waiting for.
The Amiga PC wasn't being shown to the public,
but I was able to sit in on a brief demo. For owners
anxious for Atari's next generation graphics machine,
the Amiga isn't "next generation" but the one after
that. Priced under $2000, it should be available by
the end of the year. Personally, I can't wait. D
COST EFFECTIVE SOFTWARE
BY
"The Best Little Software House In Texas"
HOMEBASE by soft SECTRE is a
versalile dalabase program lor the home, small busi-
ness or lab. In a USER FRIENDLY' MENU driven lormal
HOMEBASE ulilizes TWENTY COMMANDS CREATE,
ADO. LIST, CLIST. CHANGE. CONCATENATE.
SEARCH. SUM. SORT. DELETE. LABELS. LOAD.
PRINT. SAVE. DIRECTORY, HELP. DRIVE, AUDIO,
LOWER CASE, END An opiional SECURITY CODE
prevenis unalhorized dala lile relrieval and manipula-
lion Opiional AUDIO FEEDBACK signals Ihe end ol a
command response The ATARI version uses a
MACHINE LANGUAGE SORT!
HOMEBASE is ideal lor: MAILING LISTS {we use il
ourselves), household, insurance and eguipmeni IN-
VENTORIES: MAINTENANCE schedules: a PRESCRIP-
TION lisl: relund COUPON and GROCERY lisls. Ready-
lo-use dala liles lor Ihese lasks are included. Why buy
several programs' Purchase Ihe ONE program Ihal will
handle all ol your dalabase needs. HOMEBASE by
SOFT SECTRE will SAVE you TIME and MONEYi
SELECTRE by SOFT SECTRE is included in Ihe disk
based package at no addilional charge (a $29 95
valuei) Disk DIRECTORIES and PROGRAMS are
loaded wilh numeric key inpul allowing even Ihe mosi
inexperienced person lo easily operate Ihe computer
ATARI OR PET DISK 32K $49 95
PET TAPE 16K $4995
Add $2 00 lor shipping
SOFT SECTRE
PO BOX 1821, PLANO,rX 75074
Send Inr FREE calalogi VISA/MaslerCard WELCOMED
ATTENTION PiTARl DISK
DRIVE OWNERS
Back up your
valuable software.
THE CHIP
THE CHIP wilh Archiver/Edilor Software for the Atari
810 and 1050 disc drives. Includes Disassembler &
Sector Editor, Includes Custom Formatter and Map-
per. Backs up virtually any disk,
$129.95 POSTPAID
Available soon for
other Atari compatible disc drives.
HAPPY 810 ENHANCEMENT
Complete with Warp Speed software package. Plug-in
installation — no soldering. Backs up any disc.
Regular Price $249,95
LIMITED SPECIAL OFFER $199.95
Soon available for other disc drives.
HAPPY OWNERS
Update your enhancement with Happy Version Arch-
iver/Editor. Makes Happy drives compatible with the
chip.
$39.95 POST PAID
All software lor the Atari DISCOUNTED 30% or MORE.
Discounts on all Atari compatible hardware.
Send for (ree brochure on any of the above or for details on our
software discounts.
SOUTHERN SOFTWARE
A DIVISION OF SOUTHERN SUPPLY COMPANY
1879 RUFFNER ROAD BIRMINGHAM, AL 35210
24 HOUR PHONE 205-956-0986
Order beiore 11 A.M. tor same day shipping.
XBASIC
MACHINE LANGUAGE POWER FROM BASIC
XBASIC is a less than 3K machine language
enhancement to ATARI® BASIC which provides
30 new functions supporting string and integer
arrays, PM graphics, special ANTIC modes,
vertical blank sound, fast I/O and memory
functions.
Compare IVIICROSOFT BASIC® or BASIC XL®
with XBASIC's features:
• Retains ATARI® BASIC'S syntax error
checl<ing
• Completely compatible with ATARI'" BASIC
• Application programs do not require user
ownership
• No license fee for applications
• Loaded with BASIC source— no separate
loading
• Completely supports the tape user
• PRICE: TAPE OR DISK $29.95
Average customer rating 9 out of 10
Isn't it worth $29.95 to save hours or weeks
writing your next program?
SUPERware
Order 2028 Kingshouse Rd, Dealer
Now! Silver Spring, MD 20904 Inquiries
(301) 236-4459 Invited
Phone orders: 2-10 PM, EST, M-F
MC, VISA, AMX, Check, M.O. accepted
Include $2 shipping, MD residents add 5% tax.
Write SUPERware for your FREE copy of BASIC
MAGIC I - programming tricks for the ATARI.
CIRCLE #117 ON READER SERVICE CARD
CIRCLE #118 ON READER SERVICE CARD
CIRCLE #119 ON READER SERVICE CARD
PAGE 52
ANALOG COMPUTING
ISSUE 22
P
X>^
Woi*tf^
W IB
ram
V
/>
16K Cassette or 24K Disk
by Steven T. Murphy
Word Scramble is an amusing game for verbalists,
in which one or more persons try to unscramble words
scrambled by the computer.
There are three hundred words in the computer's
memory, each coinciding with a particular skill level.
After the title screen, you will be prompted to enter
a level of difficulty. Beginner level has three to four
letters in each word; intermediate has five to six per
word; and expert has anywhere from seven to twelve
letters per word. Once you have selected the level,
the computer will start scrambling a word at random
so that, if a word appears twice, the letters may not
appear in the same order. To get back to the level
entry menu, just hold OPTION while the computer
is scrambling a word.
If you make a mistake typing in a word, simply hit
the backspace key, and the word will disappear.
1 hope you will have hours of fun with Word Scram-
ble; I know 1 have. I've noticed that, even though
1 put in the words to be scrambled, I still have a very
hard time unscrambling words from the expert level.
Program outline.
Line(s)
Function
19 ' 31
Title page
34 '95
Level entry
97 ' 120
Draw screen
125 ' 205
Scramble section
210 ' 265
Word entry
270 ' 285
Sound routine
290 - 435
Score and advancement
997 -
Data words (must be typed
in according to line
number)
999 ' 1009
Data for beginner
1999 - 2009
Data for intermediate
2999 - 3009
Data for expert
Adding words.
To add more words to your Word Scramble, first
select ten words for each skill level. It is necessary
to have thirty words because of the random selection.
ISSUE 22
ANALOG COMPUTING
PAGE 53
Next, locate the corresponding data statements for
the skill level of the chosen words, and enter the
words in a data statement, incrementing by one line
number. There can be only ten words per data line.
Then, in Line 135:
135 RESTORE C f J«18ee) +INT CRND COJ^iei } :
For every thirty words you enter (ten for each skill
level), add one to the ten in the first random state-
ment only. For example, you add thirty more words
to the list, ten for each skill level. Line 135 would
look like this:
135 RESTORE CCJ«1800)+IMT CRHD(8>»11> J :
It's that simple. D
1 REM KMMKMKKKlCMKMlCKltMllKMKKKMKKMMKmt
2 HEM »»» WORD SCRAMBLE *«»
3 REN MX M XM Jl
4 REM *** BY ««*
5 REM MXM XXX
6 REM *** STEVE MURPHY ***
7 REM MXKKMMKlCKlCKMICKKMKMMlCKMlCKKKXKmt
8 REM
3 REM
18 REM
15 CLR :DIN H0RD$C58],A$(58),B$C58),Bf
58} , LEVELS C20} : SC0RE=298 : S=278
18 GRAP HICS 18
19 REM
28 POSITION 8,8:? tt6; "RQEd" : POSITION 6
j3:? tie ;"MsaDE|Br": POSITION 9,5:? «6;"
03": POSITION 4,8:? tt6;"vaiTe YCUIhRp"
24 FOR H=l TO 1408: NEXT H
25 F8R H=l TO 68:P0KE 755,2:F0R E=128
TO M STEP -H:SOUND e,E, 16, 6 :S8UND l,EHh
ie,18,e:P0KE 755,4:NE}<T E:NEXT H
29 SOUND 8,8,8,8:S0UND l,e,8,8:P0KE 75
38 POSITION 8,8:? «6 J "WQIBd" : POSITION 6
j3:? tie ;"Scia3K3Ie": POSITION 9,5:? «6;"
dfil": POSITION 4,8:? tt6;"sEIiVe KTEpHy"
32 FOR H-1 TO 2888: NEXT M
34 REM m I'l WJ:iMi;VM:HglIir^
35 ? tie ;■•«"•
48 POSITION 3,8:? KG ; "JdMlMiUUiiyLlJ"
45 POSITION 4,11:? tte;"push Start"
47 POSITION 0,3:? ttO; "BEGINNER"
58 POSITION 8,5:? tt6; "intePMediate"
55 POSITION 8,7:? «6; "003311"
68 POSITION 16,3:? tt6;"Hffln:J=l
65 POKE 53279, 8:X=PEEKC53279J
78 TzT+l:SETCOLOR 2, 8, T»2 :SOUND 8,48,1
4,T:IF T>2 THEN 1=8
75 IF X=5 AND J=l THEN POSITION 16,3:?
tt6; POSITION 16,5:? tt6 : 'tC«" ; J=2
:FOR H=l TO 5e:NEXT H:GOTO 65
88 IF X=5 AND J=2 THEN POSITION 16,5:?
116; POSITION 16,7:? »6;"BBH":J=3
:FOR M=l TO 58: NEXT M:GOTO 65
85 IF X=5 AND J=3 THEN POSITION 16,7:?
tte;" ": POSITION 16,3:? tt6;"Hffi": J=l
:FOR H=l TO 58: NEXT H:GOTD 65
98 IF X=6 THEN FOR M=l TO 3: FOR E=15 T
8 STEP -l:SOUND 8, 28, 14, E : NEXT E:NEX
T M:G0T8 99
95 GOTO 65
97 REM
99 ? tt6;"IS"
188 POSITION 4,8:? tt6; "unscraMble"
185 POSITION 8,2:? tt6;"
DRftH 5CEEH ROUTINE
118 POSITION 8,4:? tt6;"_
115 POSITION 3,6:? 116;" "
128 SETCOLOR 2 .8.4 ; PeSITION 8,9:? tt6;"
SEDD g«JTafi":GQSUB 5 88
125 REM
atari!
SCRAMBLE SECTION
lT=8
138 FOR H=l TO 15 :B (H}=:8 :NEXT H:B$="":
HORD$= A$=""
135 RESTORE C CJ«18e8) 4INT (RND C8)«ie) } :
FOR Q=l TO INT CRNDfe)«ie)+l: READ WORDS
:next Q
148 X=LENfMORDS)
145 FOR H=l TO X
150 IF K=ie THEN K=e:GOTO 138
155 G=PEEKC53279J : A=INT (RND C8)»X) +1 :S0
UND 8,A,14,4:F0R U=l TO 4:NEXT V:SOUND
e,e,0,8:IF G=3 THEN 34
160 FOR E=l TO X
165 IF A=BCE) THEN K=K+l:GeTO 158
178 NEXT E
175 Kr8
188 BCM)=A
185 NEXT M
198 FOR H=l TO X :BS CH,M)=HORD$ (B CM) ,Bf
N) ) : NEXT H
195 IF B$=MORDS THEN BS= GOTO 135
288 POSITION 4,7:? tt6;"
";: POSITION 4,5:? 1*6;"
: POSITION 4,3:? «6;"
285 POSITION 4,3:F0R H=l TO X:SOUND 8,
58,14,15:F0R T=l TO 14:NEXT T:SOUND 8,
8,8,8:^ tl6;BSCH,HJ ; :NEXT H
218 REM ■KTiHIiMailiiamWiiHirT
215 CLOSE ttl:OPEN *tl,4,8,"K :" I
228 POKE 782,64:P8KE 694,8
225 GET ttl,K:PITCH=INTCRNDC8)»48}+18;S
OUND 0, PITCH, 14, 4:S0UND 1, PITCH, 14, 3
226 FOR M=l TO 18:SETC0L0R 1,13,8:NEXT
M
238 SOUND 8,8,8,8:S0UND 1,8,8, 8 : SETCOL
OR 1,12,5
240 IF K=155 THEN GOTO 268
243 IF K=126 THEN T=8:AS= POSITION 4
,5:? 116;" ":GOTO 228
245 IF K<65 OR K>98 THEN S8UND 8,8,8,8
:SETCOLOR 1,12,5:G0T8 228
247 POSITION 4+T,5:? tl6;CHRS CK) ; :IF (T
+4}>15 THEN GOTO 265
258 T=T+l:ASCT,T)=CHRSCK)
255 GOTO 228
268 IF AS^HO RDS THE N Y=Y+1 : P=8 : P8SITI0
N 4,7:? tt6 ; "303311]" : GOSUB S:GOTO SCOR
E
265 IF ASOHORDS then POSITION 4,7:? tt
6;M0RDS: P=l:G0SUB S:M=M+l ;GOTO SCORE
278 REM ■QiiiiiacniiiiEiai
275 IF P=e THEN FOR L=l TO 30 STEP 3:F
OR 0=68 TO L STEP -L+2:S0UND 8,0,18,18
:SETCOLOR 2,8,0:NEXT Q:NEXT L
288 IF P=l THEN F8R M=3e TO 4 STEP -4:
FOR E=W TO 1 STEP -1.5:S0UND 8,H-E,12,
E:NEXT E:SETCOLOR 3,3,H:NEXT N
285 SOUND 8,8,8,8:SETC0L0R 2,8,5:RETUR
N
298 REM ■B3!l3MaiEKQBZXI31ZllIIfli
388 POSITION 1,11:? tt6;Y:P0SITI0N 16,1
l:? tt6;M;
AND J=l THEN LEUELS="1I
488
AND J=2 THEN LEUELS="il
488
ADUANCEMENT
318 I F CY-M)=48
[iaBDai":J=2:GeTe
315 I F CY-M)=38
faaiai":j=3:GeTo
328 GOTO 125
488 POSITION 4,1:? tt6;"|
";POSITI ON 4. 3:? tt6; LEVELS: POSITION 4,
5:? tte;"|i^UMi"
485 FOR E=l TO 5 STEP 8.3
418 FOR M=6 TO 2 STEP -8.4
415 SOUND 8,58,12,H:SETC0L0R 2,8,H
428 NEXT H:NEXT E
425 SOUND 8,8,8,8:SETC0L0R 2,8,5
430 FOR H=l TO 888: NEXT H
435 POSITION 4,1:? tt6;" ":P0
SITION 4,3:? «6;" ": POSITION 4
,5:? tt6;" "
580 REM ■QiaMKniEMSSI
585 M=0:Y=8: POSITION 1,11:? tt6;Y;" ":
POSITION 16,11:? tt6;M;" ";
510 GOTO 135
997 REM
998 REM
999 REM
1800 DATA THE, HAIT,R8AD, TOAD, BIRD, SKY,
AIR, DOG, NOSE, EAR
MORD SCRAMBLE DATA
DATA FOR BEGINNER
The Latest Innovations From CDY
For Your Atari System
OMNIMON! Resident Monitor
New OMNIVIEW 80 Column Upgrade
ANTIC July '83 review by David Duberman:
"OMNIMON! by David Young is a machine-language monitor that should
have come with the ATARI. In fact, every microcomputer should have this
sort of hardware based monitor installed. Most, however, do not. Now, for a
relatively low cost, you can equip your ATARI 400/800 with a truly
sophisticated programming tool. Whether you're an experienced programmer
or a wondering beginner, OMNIMON can, if wisely used, help you to fully
understand the working of your computer."
ANALOG July '83 review by Brian Moriarty:
"OMNIMON! can be a great addition to your ATARI computer if you know
what to do with it. The ability to "freeze" a running program on-the-fly and
examine the hardware registers is invaluable for testing and debugging; the
sector-level disk functions are alone worth the price of the board . . .
OMNIMON! might be one of the smartest investments you can make."
September '83: "Those of you who read my review of OMNIMON! in issue
#12 know what a godsend it is for serious programmers. This ROM-resident
monitor has saved me many hours of program development and debugging
time, and recently made it possible for me to recover several otherwise unsal-
vageable text files that were lost when my word processor accidentally
destroyed a disk directory. Ironically, the review you are reading is one of
those salvaged files! Three of the ATARIs in our offices are now equipped with
OMNIMON! boards, and more are on the way. Staff programmers Tom
Hudson and Charlie Bachand both swear by OMNIMON!"
Did you know that for most applications you do not need an expensive, slot
consuming 80 column board to enjoy the power of 80 columns? Would you
400 owners Uke the convenience of 80 columns? OMNIVIEW takes advantage
of the high resolution graphics mode built into the ATARI to generate an 80
column screen editor essentially identical to the ATARI screen editor (E:, S:).
Thus, you can use OIVINIVIEW in any environment where you would normally
use the 40 column "E:" (e.g., BASIC, Assembler /Editor, etc.). The 80 col-
umn "E:" of OMNIVIEW has been optimized for speed so that it is not signi-
ficantly slower than 40 column "E:". In addition, the character font was
specially designed to be legible on an ordinary TV set! A monitor is recom-
mended, but not really necessary for casual 80 column operation. The Bit-3
version of LJK's 80 column Letter Perfect has been modified to support
OMNIVIEW and other programs are sure to follow. Lastly, the Ramdisk
handlers described under 8K OMNI are also incorporated in OMNIVIEW.
New RAMROD-XL
800XL owners will soon be able to equip their computers with OMNIMON
and OMNIVIEW. In addition, the Newell enhanced operating system and
Fastchip floating point package will be included at no extra charge. This will
essentially turn your 800XL back into a 400 / 800 compatible machine and
allow it to run most of the software which the XL-OS will not. A switch will
allow you to select the XL-OS when needed.
Wliat is OMNIMON!?
OIVINIMON! is a PC board which plugs into your 400/800 (soon to be
available for the XLs also) and gives you complete control of your computer.
Even though it is always available (by pressing SELECT and SYSTEM
RESET) it takes up no user memory because it resides in the unused 4K block
at SCOOO. Use it to interrupt, examine, and manipulate any program in
memory whether it be disk, cassette, or cartridge based. It is especially good
for program development or customization of existing programs. The fiexible
disk I /O allows you to write to or read from disk in either single or double
density. You can edit raw sector data or even load a file without DOS. Many
debugging tools are at your disposal: Display / AUer memory or 6502 registers,
Disassemble memory. Search memory. Hex / Char modes. Single Step execu-
tion, JSR or GOTO address, Push /Pull stack, Printer dump, etc. After inter-
rupting a program with OMNIMON!, many times it is possible to return to the
program as if you had never left it (e.g., BASIC, DOS, etc.). Instructions are
provided for the addition of a simple toggle switch to make OMNIMON ! invi-
sible, thus making it compatible with all software. An external cable is now
provided to eliminate the need to solder directly on the board.
New 8K OMNIMON! Upgrade
This enhancement, which is available to all OMNIMON! users, includes^ a
substantial nuniber of features not available in the standard version. The 8K
OMNI resides in an 8K ROM which has been modified by the addition of a
switch for selecting either of two 4K banks. The additional features include
Hex Conversion and Hex Arithmetic, Block Move, a Relocater, and a Line
Assembler. A Binary Load command allows you to load any binary load file
without DOS and doubles as a disk directory command which prints out the
start sector of each file. Lockup recovery allows you to recover from system
lockup, meaning that when your computer freezes, you can usually salvage the
program or text file in memory by popping into 8K OMNI and dumping
memory to disk. Advanced users will like the user extendibility feature which
allows them to make use of the interface routines of 8K OMNI in their own
software. One of the most exciting features of the 8K OMNI is the resident
Ramdisk handlers. They allow AXLON Ramdisk owners to use this powerful
device with any DOS which uses standard SIO calls and even with boot pro-
grams like word processors and games which access the disk a lot. Several addi-
tional features make this version very valuable for advanced programmers, but
if you have a Ramdisk, 8K OMNI is a MUST!
Pricing
Hardware: Standard OMNIMON! Piggyback Board (400/800) $99.95
RAMROD-XL with OMNIMON-XL (800XL) $119.95
OMNIVIEW-XL Addon (RAMROD-XL) $45.00
Enhancements: (subtract $5.00 if ordered with board)
8K OMNIMON Enhancement $45.00
8K OMNIVIEW Enhancement -
(4K OMNIMON with 4K OMNIVIEW) $45.00
4K OMNIVIEW Enhancement $30.00
NeweU RAMROD OS Board
This is a new operating system board which replaces the existing OS board. It
allows you to use EPROMs in place of the ATARI OS ROMs and comes with
an enhanced OS which includes additional graphics modes and a fast cursor. It
also has a socket which will accept any version of OMNIMON and thus is an
alternative to the OMNIMON! piggyback board. For the 800 only.
RAMROD OS Board with Standard OMNIMON $149.95
RAMROD OS Board with 8K OMNIMON or 8K OMNIVIEW $189.95
Same as above with Fastchip Floating Point Package $209.95
RAMROD OS Board with 8K OMNIMON and 4K OMNIVIEW $209.95
Fastchip Floating Point Package by itself $29.95
How To Order
We accept checks, money orders, or credit cards (Visa or MC). COD must be
payed with cash or MO. Our toll free order desk is (800) 227-3800 ext. 561 . Call
this number only if you know exactly what you want and be expHcit! They can
answer no questions. For faster service or if you have questions please call or
write;
CDY Consulting
421 Hanbee
Richardson, TX 75080
(214) 235-2146
DEALER INQUIRIES SOLICITED
CIRCLE #120 ON READER SERVICE CARD
ISSUE 22
ANALOG COMPUTING
PAGE 55
leOl DATft EYE, BYE, HAND, FOOT, TREE, PUSH,
BACK, BALL, BIKE, ANT
1802 DATA BEE, BELL, TALK, POKE, NEAR, FAR,
BET, ABLE, WORD, KEY
1003 DATA GIVE, HAVE, PUT, TAKE, AGE, ALL, A
IH, CRY, DATE, BAIT
1004 DATA BOOK, THAT, HOT, KNOT, DATA, LIHP
, JOY, HORN, PEN, HELP
1005 DATA HIT, ART, CITY, SHED, SILK, DOWN,
OFF, SEA, HERE, THEN
1806 DATA BULB, BOX, TAPE, READ, OUT, FISH,
MEAN, WORD, NAIL, PIN
1007 DATA TEST, STAR, GAME, MENU, OIL, WELL
, CUBE, HAT, SHOE, PLUS
1008 DATA TRY, SHOT, BEST, FILL, PLAY, LATE
, HOME, WORK, WHAT, FLAG
1009 DATA MAN, HANG, RAIN, BOW, MOVE, MAIL,
LIST, BUG. BOOT. BASE
1999 REM ■>Tilf:»i:il;»i!iiJ;l!H>>#;liaB
2800 DATA POSTAL, GUESS, MUSIC, SCHOOL, FR
lEND , BORDER, DRILL , ANGRY , PALACE , RADIO
2801 DATA TRACK, BOXES, SEARCH, PRICE, UNI
TED, CHINA, RECORD, PRINT, SCROLL, MARGIN
2802 DATA WIDTH, FIRST , PACMAN, MONTH, SPE
ED, STRING, COAST, TRUCK, ROBOT, STREET
2803 DATA SORRY, FORCE, RETURN, STAFF, PLE
ASE , BLACK , SHEEP , DONKEY , RANDOM, SEVEN
2804 DATA ATTACK .GATHER, BRAVE, THROW, AL
ONE , BEWARE , ORDER , TODAY , EFFECT , SCOUT
2805 DATA TABLE, HOUSE, CHECK, SKETCH, SPI
RAL , SOUND , BANNER , STOCK , RANGE , BLINK
2886 DATA HAPPY, COLOR, LATEST , SHOOT, MOT
OR , NUMBER , CRASH , SUPER , CLOCK , LASER
288? DATA PLANE, ERROR, DRILL , BORDER, HEA
VEN, EASTER, MATER, PAPER, STICK, BOARD
2808 DATA STATE, MENTAL, SHADE, BALLAD, HA
NGER , WIZARD , SPELL, EIGHT , EARTH , HOLDER
2889 DATA APART, SPEAK, SUMMER, WINTER, SP
RING , BASI C . MANUAL . LIGHT . BR IEF , ATARI
2999 REM Mil \i W Jil B I'l I I U
3880 DATA CHARACTER, CHEMISTRY, REPLACE,
OPERATOR , TOMORROW, WASHINGTON , TELEPHONE
, CAPITAL , SPECIAL , RELEASE
3801 DATA UNDERLINE, IMPROVE, DISPLAY, HA
GAZINE, PROGRAM, PRODUCE, EXAMPLE, CASSETT
E, COMPUTER, DEVELOP
3802 DATA DIRECTION, DOMINOES, POPULAR, C
ONTROL , PERFECT , THOUSAND , COMPLETE , BEGIN
NING, BEAUTIFUL, ALLIGATOR
3883 DATA ENGLISH, LECTURE, WATERBED, TON
IGHT, PRINTER, EXCHANGE, INVADER, AMERICAN
.POLITICS, AMBASSADOR
3804 DATA CARRIAGE, UNDERLINE, DEFAULT, S
TANDARD, REVIEW, FUNCTION, BALANCE, CONDEN
SER , MICROPHONE , PORTABLE
3885 DATA DIGITAL, ASSEMBLY, CARTRIDGE, E
XPERIENCE , PERSONAL , DISCOVER. LANGUAGE . B
ETWEEN . ADDRESS , RESERVED
3806 DATA CONNECTED, LOCATION, REGISTER,
MACHINE , DETERMINE , DECIMAL , EQUIVALENT , P
ERFORM, TRANSFER, RESULTS
3887 DATA STATEMENT, DUNGEON, GOLDRUSH,0
UTPOST , COMMUNIST , AROUND , HOMEWORK , LATES
T , POLYGON , AIRPLANE
3888 DATA HANGMAN, MOVEMENT , RAINBOW, LAS
ERS , CHECKBOOK , BASEBALL , FOOTBALL . COPYCA
T. CHAPTER, ALGEBRA
3809 DATA INVENTORY, KEYBOARD, HORIZONT A
L , PICTURE , GEOMETRY , TECHNIQUES , ADVANCED
, GRAPHICS , GENERATOR , ROUTINE
CHECKSUM DATA.
(see page 43}
1 DATA 587,16,31,181,35,137,519,1,3,25
1,898,36,389,517,528,4841
25 DATA 152,951,464,517,88,376,951,238
,335,485,740,069,566,428,678,7734
88 DATA 668,676,15,647,516,488,286,682
, 684 , 284 , 313 , 993 , 585 . 138, 499 , 7858
145 DATA 386,553.186,369,136,741,227,5
69,785,79,342,56,767,683,967,6766
228 DATA 218,124,469,688,283,978,883,3
29,351,713,748,638,878,195,527,7998
285 DATA 414,669,824,612,636,784,451,2
82,136,688,467,19,565,884,942,8133
585 DATA 614,788,992,125,488,440,514,5
88,295,817,786,641,110,302,608,8812
1999 DATA 283,242,317,399,583,447,117,
114 , 63 , 121 , 396 ,915,441, 768 , 484 , 5538
3883 DATA 626,69,191,992,894,292,91,31
r-
■ ^^ ^^ ^^
lUI
^1
k#l^l
— 1
IVIWINUr
DON'T MISS A SINGLE ISSUE.
Let us know your new address
right away. At-
tach an old mailing label in tiie space provided
and print your new address where indicated.
QUESTION ABOUT
YOUR SUBSCRIPTION?
Clieck the appropriate boxes below:
n New subscription. Please allow 4-8
weeks for your first copy to be mailed.
n Renewal subscription. PI
ease include
a current address label to insure prompt
and proper extension. ni-
year $28.00.
This rate limited to the U.S.A. and its
possessions. D Payment
enclosed or
D Bill me.
^^
1 —
CO 1
in 1
m 1
Q- :
£ 1
N [
-— 1
■ <5
1
CO I
<n 1
1 z
CO
1
0^ 1
1 1-
o
1
1
ATTACH
^ 1
■ =J
o>
1
ro ■
1 Q-
1—
1
LABEL
Q 1
1 o
<
a> 1
■5 1
HERE
r ■
1
1 ^
U)
CO
cz 1
1 o
a>
1
Q. ■
1 o
1 _l
E
o
1
^^ 1
■a \
c 1
1 <
X
1
CO 1
1 Z
„
1
.£= 1
1 <
T—
CO
1
1
c= 1
I o
X
C/5
1
_«2 1
1 1-
o
(/)
1
■a5 1
1 -J
I <
.0. E
ame
ddre
ity .
— 1
1 s
Q. 2 < O 1
^_ ^^
^■i ^^ ^M
^^ ^
^^^
1
_J
TOP-DOS
POWER YOU COMMAND.
FRIENDLY POWER
TOP-DOS unleashes the latent power of
your ATARI computer-an amazing machine.
TOF'-DOS puis this power under your
control. Here are just a few of its friendly
features:
COMMAND MENU <S HELP FILES speed
your mastery of the system.
SUPERIOR STATUS DISPLAY l<eeps you
informed. Shows free memory, disk-drive
configuration, and state of TOP-DOS
options.
ERROR-CODE TRANSLATOR deciphers
numeric codes into English.
BREAK-KEY ABORT lets you change your
mind in mid-command.
PULL SCREEN USE shows you what you've
done. Keeps 23 ines of past operations on
display.
L/NDELETE COMMAND rescues an
accidentally-delcled file.
POWER TO PLEASE
Upgrade to TOP-DOS. Owners are
delighted. You will be too. Only $49.95. No
risk, 30-day MONEYBACK GUARANTEE.
SPECIFICATIONS
Memory required: 32K
Computers: ALL ATARI
Disk drives: 1 to 8
5Ki": Single-density, Double-density,
Double-sided Double-density
8": Double-density.
Ramdisk:AXLON or MOSAIC.
Piles: Single density; Up to 128
Double density: Up to 256
S(!ctors: Single density: Up to 944
Double density: Up to 1968
Memory-residency: 0700-1A80 (he.x)
(Same as ATARI DOS-2)
Commands: 58
(All ATARI DOS-2 -f- 43 more)
Command options: 42
ECLIPSE
See TOP-DOS at your dealer. If not
available, you may order direct from
ECLIPSE SOETVVARE, 1058-A Marigold
Court, Sunnyvale, CA 94086,(408) 246-
8325.
DI<;ALER INQUIRIES WELCOME
SOPHISTICATED POWER
TOP-DOS offers professional features
found only in systems on much larger
machines. Whatever your experience level,
you will appreciate the flexibility and power
of this advanced system. Here are some
examples of TOP-DOS's powerful features:
MACHINE LANGUAGE MONITOR & EDITOR
allows you to access and change bytes iu
memory.
COMMAND FILE CAPABILITY permits you
to simply and rapidly execute a complex
sequence of commands.
"HELLO" FILE executes automatically on
boot-up.
SET COMMAND enables you to customize
your system: Configure disk drives and
select TOP-DOS options.
FILE DIRECTORY COMMAND lets you
choose: Alphabetization, the number of
columns in the listing, and the inclusion of
deleted & open files.
MEMORY MAP shows you the memory areas
used by the Binary Load command.
ONE-LINE COMMANDS saves you lime and
conserves screen space, once you are
familiar with the command syntax.
DOS-RESIDENT OPTION speeds your
transfer between TOP-DOS & BASIC, or
other programs.
TOP-DOS includes all the features of its predecessor, DOS-MOD. TOP-DOS and DOS-MOD are trademarks of ECLIPSE. ATARI is a registered trademark of Atari, Inc. Prices are subject to ctiange witfioul notice,
Sfiipping ctiarges are prepaid. California residents add 6.5% sales tax ($49.95 -t- 3.25 = $53.20).
CIRCLE #121 ON READER SERVICE CARD
ISSUE 22
ANALOG COMPUTING
PAGE 57
16K Cassette or Disk
by E.K. Garringer
Create-A-Fbnt, published in February's ANALOG,
issue 16, makes redefining a character set easy enough
for a child — and as entertaining as a game. But, af-
ter you have enjoyed creating your own special charac-
ter set, you may have asked, "What now?"
Font Datamaker makes using your character set as
easy as creating it. It does all the work for you. Here's
how to use it.
1. Type in Font Datamaker and SAVE it to
tape or diskette.
2. Design a character set with Create-A-Font
and SAVE it to disk or tape.
3. RUN Font Datamaker and follow the
prompts: (a) enter the complete name of your data
file saved by Create-A-Font; (b) enter the com-
plete name of the subroutine you will be creat-
ing; and (c) enter the line number with which
you would like the subroutine to begin.
At this point, Datamaker will read your font file
into memory and then ask you to insert your output
diskette or tape. Your font will be compared to the
ROM internal character set. Only those characters
which have been changed will generate data state-
ments for the subroutine. This effectively cuts down
the length of the subroutine and the amount of mem-
ory required to store your program.
As Datamaker works, it will generate your sub-
routine and write it to diskette or tape. This process
takes about one minute. When complete, Datamaker
returns control to BASIC, and the READY prompt
appears on the screen.
Note: The disk write process occurs only when the
buffer is full. Some drives shut down between writes.
Datamaker is not finished until the READY prompt
appears!
Font Datamaker generates a subroutine which does
all the work required to store and access your redefined
character set in memory, lb use your subroutine, fol-
low these steps:
Q[?i©
(?eP S?E12S» §©®XL» QIS>a [1§®®2?[
gIJSr3QJl^S@tr=©
prD«iding the the greatest cnwpat i bi I i ty
with all atari^ software and featuring:
• no disk or translator to Load
full CDHpatabi I i tu with Text Uizard,
Letter Perf., gawes and Manu '""
that a translator just can ' -
• proper HESET operation
• easy user access to extra HHN for word
processing, p.m. ,Btc. .etc.
• power up push button cohtMands for all
HflM, extra HflM, BASIC £one touch!
warMstart with coLdstart option and
More!
easy no-solder 10 nin installation
price: edC/L us79.95 12CG/L use9.95
Terws ; check, r*.n., cdshiers chk
Hd charge cards --end iddd $5
fDreign add $3-Ua cod outside L5
Ci3lif. res. add e/E.5!<
subject tn price change and availability
PCB 2265 RE[>Cr<I>D BE4CH E4
C213> 3764165
EPSON*, NEC*, PROWRITER*, GEMINI*, OKIDATA 92*
OKIOATA 82A/OKICRAPH, M-T SPIRIT, DMP-80, PANASONIC KXP-1070
NBW!
ATARI
The only self-booting grafix handler for dumps in horizontal format
— all mach. lang. — Lister incl. — all modes — mixed modes —
change aspect ratios, etc. while running other programs — assem ed
— basic or no cartridge — demos, utilities, fonts, included — dump,
create forms, stationery, calendars, requires interface. *29.95
Q diskwiz-ll Q
Now for single/double density. Repair, explore, alter, duplicate,
map, speedcheck, bad sector (810), block move, trace, special print
capabilities, disassembler, new speed, new ease, new functions,
special printing functions, excellent repair tool w/instr. — even belter
than before! The best repair/editor/duplicator at any price — still at
the lowest price. (Updates avail, for a small fee.) ♦29.95
1st Class Postage Paid
California Residents add 6%, Foreign Orders add $2.50
C.O.D. add $3.00 — No credit cards
Prices subject to change
(213) 376-4105
^
Iacroware
Indicates Trademark of non-related company
P.O. Box 2205
Redondo Beach, CA 90278
CIRCLE #122 ON READER SERVICE CARD
INTR ODUCING
the NEW I
flSTRfl200f,
i
Double Density Double Disc Drive
3 More Reliable
D Quieter Operation
D Faster Read Write
D More Capacity (360 K
Bytes)
D Easier Data Read
ALL THIS WRAPPED UP
INONEAnRACTIVEUNIT ^>f flSJRR SVST6MS
CIRCLE #123 ON READER SERVICE CARD
2500 S. FAIRVIEW, UNIT L
Call (213) 804-1475 for yc
SANTA ANA, CA 92704
ISSUE 22
ANALOG COMPUTING
PAGE 59
1. Write and debug your program using the
ROM character set for trial runs.
2. When satisfied, ENTER the routine creat-
ed by Font Datamaker.
3. Start your program with GOSUB X, where
X is the begirming hne number of your sub-
routine.
4. To access your character set, [POKE 756,
CHSET/256] after each GRAPHICS caU.
5. SAVE your complete program, with sub-
routine intact, to cassette or diskette.
6. Press SYSTEM RESET before RUNning
your program and between RUNs.
Additional information.
As stated in Create-A-Font, a scrolling text win-
dow can destroy your character set. If you wish to
use a scrolling window, protect your character set by
changing Line 340 to:
J40 -^ «2:LIH0;" POKE 106 PEEK {1063 -8; G
RflPHICS 0:CHSET= (PEEK f 106} +4J»256:'> ";
CHRf (345 ;"OHE HOHENT" ; CHRS (34)
If your player will be using Player/Missile Graph-
ics, location 106 must be adjusted to suit your specif-
ic application.
You may wish to save the original contents of loca-
tion 106 to a numeric variable before the GOSUB
X [i.e., RTOP = PEEK (106)]. D
BASIC listing.
CREATE- A-FOKT BATftMftKER
E. K. GARRINGER
10 DIM IMFTLE5 f 141 , OUTFTl E$ (14)
28 REM
25 REM by
36 REM CREAT ES A SUBROLITI NE FROM
35 REM YOUR 3111303381331 5AUED
40 REM CHARACTER SET, THIS ROUTINE
45 REM HILL BE HRITTEH TO DISK
50 REM OR CASSETTE IM fliiai FORMAT.
60 REM FOLLOW THE IMBEDDED IMSTRUC-
65 REM TIOHS TO CREATE A DATA
70 REM SUBROUTIHE FR OM YOUR SAUED
75 REM aiOEIDSEBaiEii file.
80 REM WRITE AND DEBUG YOUR PROGRAM.
90 REM H;H^:) YOUR DATA SUBROUTIHE,
100 REM BEGIN YOUR PROGRAM WITH A
105 REM (HfiMU-.l TO YOUR SUBROUTIHE.
110 HEM AFTER EACH GRAPHIC S CALL
120 REM l-ltVA^ma^ilia^gf^I^ TO ACCESS
130 REM YOUR REDEFINED CHARACTER SET.
140 REM er-Un your program WITH THE
145 REM NEW SU BROUTINE INT ACT.
150 REM PRESS 3uBIIIl[IM3] BETWEEN
155 REM RUNS.
160 POKE 106,PEEK(106)-5.GRAPHICS 0:PO
KE 710, 0:CHSET= (PEEK (106) +1J«256:? "IN
SERT INPUT MEDIA"
170 ? " ENTER NAME OF CHARACTER SET FIL
E.":? "GBJEHI: FILENAME. EKT"; TRAP 570:1
HPUT INFILESrIF IHFILES="" THEH 170
1 80 ? " EHTER HAME OF OUTPUT FILE .":?
"EBCHHl: FILENAME. EKT": INPUT OUTFILESiT
RAP 40000: IF 0UTFILE5="" THEN 180
190 ? "EHTER BEGINHIHG LIHE U FOR SUBR
OUTIHE":TRAP 570:IHPUT LIHO:TRAP 40000
200 IF INFILE$(1. 1)-" C" THEN ? " SUP OS I
HON TAPE, PRESS aDBQ.":? "PRESS [IfflIB
□"
210 REM CIO LOAD
220 CLOSE ttl:TRAP 580:0PEN ttl,4,0,INFI
LES: 10=16
230 I0CB=832+I0:P0KE IOCB+2,7
240 POKE IOCB+4,0:POKE I0CB+5,CHSET/25
6
250 POKE IOCB+8,0:POKE IOCB+9,4
260 XFR=USR(ADR("hhhSLyB"),IO)
270 CLOSE «1:P0KE 764,255
280 IF OUTFILES(l,l)r"C" THE H ? "POSIT
lOH O UTPUT TAPE" :? " [ ^I^ PRESS GDESS AHD
laUiWd":? "PRESS lilMim:!":GOTO 310
290 ? "QUIHSERT OUTPUT DISK AHD PRESS
A KEY"
300 IF PEEK (764) =255 THEH 300
310 CLOSE tt2:TRAP 598:0PEH tt2,8,0,OUTF
ILES
320 GRAPHICS ; POKE 710 . : ^ "aiGHnMjB
LE - DO NOT DISTURB!
330 ? "THIS TAKES [flUJ MIHUTE AND WILL"
:? "RETURH TO BASIC WHEN FIHISHED."
340 ? tt2;LIN0;" POKE 106, PEEK (106) -5 :G
RAPHICS 0:CHSET= (PEEK (106) +1)«256:? "J
CHRS (34) ', "ONE MOMENT"," CHRS (34)
350 ? tt2;LIH0+5;" CHI=CHSET/256 :CLO=fl:
POKE 203,CLO:POKE 204, CHI"
360 ? tt2;LIN0+10;" DIM XFRS (28) :RESTOR
E ";LIH0+20:":F0R H=l TO 28:READ ML:HF
RS(N,N)=:CHRS(ML) :NEKT H"
370 ? tt2;LIH0+20;" DATA 104,169,0,133,
205,168,169,224,133,206,177,205,145,20
3,200,208"
380 ? tt2;LIH0+30;" DATA 249,230,204,23
0,206,165,206,201,228,208,239,96"
390 ? tt2;LIH0+40;" KFR=USR{ADR (KFRS))"
400 ? tt2|LIN0*50;" RESTORE ",-LIH0+90
410 ? tt2;LIH0+60;" READ A:IF A=-l THEN
RETURN"
420 ? tt2;LIN0+70;" FOR Z=0 TO 7: READ J
:POKE CHSET+A»8+Z,J:NEKT Z"
430 ? tt2|LIN0+80;" GOTO ";LIH0+60
440 LIN2=LIN0+80
450 REM SELECT ONLY REMISED CHARACTERS
460 FOR CH=0 TO 127:FLAG=0
470 FOR J=6 TO 7
480 IF PEEK (CHSET+CH»8+J)<>PEEK (57344+
CH«8+J) THEH FLAG=1
490 NEXT J
500 IF NOT FLAG THEH 530
510 LIH2=LIH2+10
520 ? tt2jLIH2j" DATA ";:? «2;CH;:F0R J
=0 TO 7:? «2;",";PEEK(CHSET+CH»8+J); :H
EXT J:? tt2
530 HEXT CH
540 ? tt2;LIH2+10;" DATA -1"
550 CLO SE tt2;GRAPHICS e;P0KE 7 10.148
560 ? "L A'jiiii:M:n;M.-iiii;iann>i:i^ia " : END
570 ? "QlfBAD IHPUT-TRY AGAIH" : IHFILES=
"":OUTFILES= FOR DE=1 TO 5O0:HEXT DE
:GOTO 30
580 ? "laHCAHHOT READ IHPUT FILE-TRY AG
AIH":IHFILE5="":0UTFILE5="":F0R DE=1 T
500:HEXT DE:TRAP 400ee:G0T0 30
590 ? "Q'SFILE OUTPUT PROBLEM. REWIHD
TAPE":? "OR CHAHGE DISKETTE AHD PRESS
A KEY":? "TO TRY AGAIH."
600 TRAP 4ee0O:POKE 764,255
610 IF PEEK (764) =255 THEH 610
620 GOTO 280
CHECKSUM DATA.
(see page 43)
10 DATA 165,123,602,514,17,832,344,193
,894,920,913,992,46,359,569,7483
105 DATA 858,276,390,318,961,405,167,6
5,677,929,781,340,984,461,872,8484
230 DATA 748,115,210,591.358,67,391,51
0, 469, 638, 833, 933, 105, 401 , 955, 7324
380 DATA 500,744,630,963,107,147,393,4
11,218,314,304,763,350,321,101,6266
530 DATA 639,217,565,11,292,621,818,38
5,524,725,4797
PAGE 60
ANALOG COMPUTING
ISSUE 22
mg
fvaluator
\ _^ /- -N
X
16K Cassette or Disk
by William Abell, Jr.
Have you ever spent hours typing in one of the very
good programs provided in ANALOG, because your
typing ability was at or near zero? This program may
be able to help you. It provides you with a screen full
of random words to allow you to practice your typ-
ing technique. The score, printed at the bottom of
the screen after each time trial, provides an incen-
tive to improve both your speed and accuracy.
How to use the program.
When the program is run, it will first display a title
screen, then an introduction screen which explains
how to use the program. At the bottom of the screen
is the prompt to press the START button to begin.
As soon as the button is pressed, the screen goes
blank, while the computer makes up random length
words. A few seconds later, the screen comes alive
again with seven lines of text — which could be a
message in secret code or a foreign language. In reality
it is neither, simply characters chosen at random by
your Atari computer.
The cursor is positioned directly under the first
character of the first line, ready to make its journey
to the bottom right of your screen. As soon as you
type the first character, the computer stopwatch is
started, so that your typing speed can be calculated.
The computer also keeps track of the errors that you
make as you type, so that your accuracy can be cal-
culated, too. As you type the last character of each
line, the cursor is automatically positioned under the
first character of the next line of text.
If you make an error, do not attempt to go back
and correct it. All keys are disabled except for the
letter keys and the spacebar, so any attempt at cor-
rection would be fruitless. As soon as the last char-
acter is typed, the computer looks at its stopwatch,
computes your speed and displays it on the screen.
The percent of characters typed correctly is also
displayed.
To try again, simply press the START button and,
in a few seconds, a brand new screen full of text will
be displayed. To end the program, you must press the
BREAK key
Program customization.
As you become proficient at typing the alphabet,
you may want to expand the program to include other
characters. The program is well documented, so you
should have no trouble customizing it to your own
desires. For example, if you wanted to practice typ-
ing numbers, you could change the second statement
in Line 150 to: T=RND(0)*9 + 48 and Line 410 to:
IF K<48 OR K>57 THEN 380. The change to Line
150 alters the ATASCII codes randomly generated
to those between 48 and 57, which corresponds to
all the numbers from to 9. The change to Line 410
alters the values of the ATASCII codes accepted from
the keyboard to numbers only plus the spacebar which
is accepted on Line 400.
Those wanting to get really ambitious might con-
sider modification of the program, so that it randomly
generates real words, rather than words made up of
random characters. One way to accomplish this is to
load words of different lengths into a pseudo -table,
which is then accessed randomly and loaded into the
string, T$. D
ISSUE 22
ANALOG COMPUTING
PAGE 61
Program Description.
Line 50 — Selects subroutine to display title
screen (optional).
Line 60 — DIMensions string variables.
Line 70 — Selects subroutine to display the
introduction screen.
Line 80 — Stops program execution until
START button is pushed.
Line 90 — Initializes variables.
Line 130 — Turns off DMA to allow faster
character generation.
Line 140 — Generates a random length for
next word.
Line 150 — For/next loop to generate random
characters for the word and place them in the
string, T$.
Line 160 — Provides trailing space for the
word and checks for end of text.
Lines 170 - 200 — If within nine spaces of
the end of the line, define length of next word
to even out line and increment line number.
Lines 240 - 270 — Clear screen and turn on
DMA. Print T$ to screen with two spaces be-
tween each line and position cursor under first
character.
Lines 310 - 340 — Line 320 stops program
execution until the first key is depressed. Line
330 resets the Atari's timer to (starts the stop-
watch).
Lines 400 - 410 — Rejects all keys except let-
ters and spacebar (other keys may be included
by changing the numeric values in these state-
ments).
Lines 420 - 430 — LOADS the typed char-
acter into the string, R$, prints the character,
and positions the cursor under the first char-
acter of the next line, when the end of line is
reached.
Line 440 — routes program to calculation of
results section when last character is typed.
Line Line 490 — Determines elapsed time in
minutes by reading Atari's timer (stops stop-
watch).
Line 500 — Calculates typing speed in words
per minute.
Lines 510 - 530 — Compares random char-
acter string, T$, to typed character string, R$,
to determine number of correct entries.
Line 540 — Calculates the percent accuracy.
Lines 550 - 560 — Prints results.
Line 580 — Stops program execution until
START button is pressed.
Lines 630 - 690 — Title screen subroutine.
Mixes graphics 1 and graphics 2 characters on
screen by using display list manipulation in Line
640. Line 670 provides a time delay for viewing
title screen.
Lines 730 - 830 — Introduction text to ex-
plain how to use program.
Note: Typing requirements can be shortened
considerably by removing the REM statements
and the title and introduction screen subrou-
tines. If subroutines are omitted, then remove
Lines 50, 70 and 80.
Variables description.
LENGTH Length of random word
T ATASCII code of random character
T$ String containing random text
LINE Sequence number of line
I Sequence # of random character
C Sequence # of typed character
R$ String containing typed characters
N Counting variable
K ATASCII code of typed character
MIN Elapsed time in minutes
RATE Typing speed in words per minute
COR Number of characters correct
ACC Percent of characters correct
DL Display list pointer
DELAY Time delay loop counting variable
BASIC listing.
TYPING EVOLUATOR
BY
BILL ABELL
1984
le REM
20 REM
38 REM
49 REM
50 GOSUB 630
60 DIM T$t300),R$(300]
70 GOSUB 730
80 IF PEEKt53279><>6 THEN 80
90 LINE=8:I=l:C=l
100 REM KICMItlCKlCKKKlCKMMMlCKIClCKlCMKmCKMKK
lie REM * GENERATE RANDOM TEXT *
120 REM MMMMKKICmCltllKKlCmCKIClCKKMKICllKKKK
130 POKE 559,0
140 LENGTH=INTCRNDfO)«8+l)
150 FOR N=l TO LENGTH :T=RNDC0)»25+65:T
5tI,IJ=CHR$CTJ :I=I+l:HEXT N
160 TStI,I>=" "IIF LINE=7 THEN 240
170 1=1+1: IF I-38*LINE=29 THEN LENGTH=
9:G0T0 200
180 IF I-38»LINE<30 THEN 140
198 LENGTH=38-C1-38»LINEJ
200 LINE=LINE+1:G0T0 150
218 REM KKMKKKMMKKKMKMlCMKKKKMKlCKliKMKK
220 REM » PRINT TEXT TO SCREEN *
230 REM MMKlilCmCMKlCKMKltKKlCKMKMlClClCKXMKJC
240 ? "H"
250 POKE 559,34
260 FOR H=0 TO 6:? TS C C1*38»NJ , C38+38*
NJ) :? :NEXT N
270 POSITION 1,2:? " ■•;
PAGE 62
ANALOG COMPUTING
ISSUE 22
2Se REM ICKlOtKKKlCmtMIClCMKlCMKMKltKMICKKlCmC
290 REM « CATCH FIRST KEY DEPRESSED *
300 REM MMKKMKMMMKIOCKIOCKICMMMMICKMMIIMKK
310 OPEM ttl,4,0,"K:"
320 IF PEEK C764) =255 THEN 320
330 POKE 18,e:P0KE 19,0:P0KE 2e,0:REM
*»RE5ET CLOCK**
340 GOTO 380
350 REM MMKMMKlimtMMMMMKKMMlCKMKKMMlCmCK
360 REM * PRINT & STORE KEYS PUSHED *
370 REM MMKKKKltltmClClClCMMKMMltKlClCMlCMlClCICM
380 IF PEEK f 764) =255 THEN 380
390 GET ttl,K
400 IF K=32 THEN 420
410 IF K<65 OR K>90 THEN 380
420 RStC,C)=CHRSCK) :? CHRS CKI ; :C=C*l:F
OR N=0 TO 5: IF C=38«N+38 THEN POSITION
1,3*N*5:? ■• ";:R$CC,C)= C=C+1
430 NEXT N
440 IF C=266 THEN GOTO 490
450 GOTO 380
460 REM KKMKmCMKMKMKKlCWXKKMMKMMWMKlCKM
478 HEM » TABULATE i PRINT RESULTS »
480 REM MMKKKKMKMMKKMMKMKICICMMKMMKMICMM
490 MIH= CPEEK C18J*256*256+PEEK f 19J»256
+PEEKf2e))/3eoe
500 RATE=IHTC259/MIN/6+0.5) :COR=0
510 FOR H=l TO 259
520 IF T$(N,N}=R$(N,N) THEN C0R=C0R+1
530 NEKT N
548 ACC=INTCC0R/260*100+0.5)
550 POSITION 7,21:? "RATE = "jRATE;" H
ORDS PER MINUTE"
560 POSITION 12,22:? "ACCURACY = ";ACC
;"X": CLOSE ttl
570 ? " I PRESS tdufUdul TO TRY AGAIN
580 IF PEEK<53279)<>6 THEN 580
590 POKE 764, 255: GOTO 90
600 REM MKmCMKMICMKMKKlClCKWMlCXMKMMlCMMKK
610 REM » TITLE SCREEN »
620 REM MMMlCMKlCKKMMKMMKKKMMKltKlCMllMKKK
630 GRAPHICS 17:5ETC0L0R 4,1,10
640 DL=PEEK 1560) *256*PEEK C561) +4 : POKE
DL*7,7:P0KE DL+12,7
650 POSITION 2,6:? tt6;"|
B": POSITION 9,9:? tt6;'
660 ? tt6:? «6;" BILL ABELL"
670 FOR DELAV=1 TO 1000: NEKT DELAY
680 GRAPHICS
690 RETURN
700 REM MMMmClClCMMKlCKKMMKMKMlClClCKlCKKlCKlC
710 REM * INTRODUCTION SCREEN *
720 REM MMMKMKMMMMmCKKMKMlClOCimKMlCKlCKK
730 ? "•«":? :? " TYPING EMAL
UATOR":?
740 ? "This prograH provides a Means o
f iHproving touch typing skills.
A group of words is presented ";
750 ? "nade up ofrandon letters. Thes
e words should becopied exactly as pre
sented ";
760 ? "on the screen. As soon as t
he last letter ofeach line is typed, c
ontinue with the first letter";
770 ? " of the next line."
780 ? :? "Measurenent of your typing s
peed will start when the first key is
pressed. Rate and accuracy";
790 ? " results will be printed at
the end of the tined tr ial ."
800 ? :? " Press WSES to begin
.":?
810 ? " I The coMputer will take about
5 ■"
820 ? " I seconds to Hake up the words
■■ ■
830 RETURN
CHECKSUM DATA.
(see page 43)
10 DATA 335,81,610,121,763,765,769,679
, 267 , 778 , 773 , 784 , 780 , 366 , 172 , 8043
160 DATA 271,212,654,438,306,783,906,7
89 , 376 , 4 , 849 , 816 , 804 , 158 , 782 , 8148
310 DATA 265,520,496,727,797,145,803,5
50,581,439,668,753,753,277,732,8506
460 DATA 802,72,808,4,293,356,844,755,
613,964,329,524,866,145,788,8163
610 DATA 249,794,263,854,851,637,652,9
18,618,790,875,796,447,26,761,9531
760 DATA 540,911,205,788,674,328,307,6
84 J 4357
Attention Programmers!
ANALOG Computing is interested in programs, articles, and software review submis-
sions dealing with the Atari home computers. If you feel that you can write as well as you
can program, then submit those articles and reviews that have been floating around in your
head, awaiting publication. This is your opportunity to share your knowledge with the growing
family of Atari computer owners.
ANALOG pays between $30.00-$360.00 for all articles. All submissions for publication
must be typed, upper and lower case with double spacing. Program listings should be provid-
ed in printed form, and on cassette or disk. By submitting articles to ANALOG Comput-
ing, authors acknowledge that such materials, upon acceptance for publication, become
the exclusive property of ANALOG. If not accepted for publication, the articles and/or pro-
grams will remain the property of the author. If submissions are to be returned, please sup-
ply a self-addressed, stamped envelope. All submissions of any kind must be accompanied
by the author's full address and telephone number.
Send programs to:
Editor, ANALOG Computing, P.O. Box 23, Worcester, MA 01603.
ANALOG COMPUTING
#00883
16K Cassette or 24K Disk
by Donald P. Murphy
This month's assembly language game. Money Hun-
gry, is a game of skill for one player.
Typing it in.
Before typing anything, look at the listings accom-
panying this article.
Listing 1 is the BASIC data and data check-
ing routine. This listing is used to create both
cassette and disk versions of Money Hungry. The
data statements are listed in hexadecimal (base
16), so the program will fit in 16K cassette sys-
tems. This makes typing more difficult, but it's
a necessary evil.
Listing 2 is the assembly language source code
for the game of Money Hungry, created with the
OSS MAC/65 assembler. You do not have to type
this listing to play the game! It is included for
those readers interested in assembly language.
Follow the instructions below to make either a cas-
sette or disk version of Money Hungry.
Cassette instructions.
1. Type Listing 1 into your computer using the
BASIC cartridge and verify your typing with
C:CHECK (see page 47).
2. Type RUN and press RETURN. The pro-
gram will begin and ask:
HAKE CASSETTE tei OR DISK CD?
Type and press RETURN. The program will
begin checking the DATA statements, printing
the line number of each as it goes. It will alert
you if it finds any problems. Fix any incorrect
lines and re -RUN the program, if necessary, un-
til all errors are eliminated.
SpartaDOS and ARCHIVER IF
From the authors of the CHIP!
SpartaDOS is our all new command driven DOS fully compatible with all disk drives made for
the Atari Home Computers™ Supports all Atari compatible densities - both single and double
sided, 5V4 and 8 inch.
UltraSpeed™ I/O allows read/write 2 to 4 times faster than standard!* Comprehensive utilities
include: a sector copier, RS-232 handler, and DOS file translators.
ARCHIVER II allows UltraSpeed backup of all diskettes and compacting of multiple programs
on each disk. Includes an exceptional editor, a speed check, and is fully automatic.
Available now for Atari 810 and 1050 drives! Coming soon for most other brands.
Suggested Retail Price $129.95 (plus shipping and installation)
See SpartaDOS and ARCHIVER II now at leading computer stores or order direct from:
Spartan Software
Div. oflCD, Inc.
828 Green Meadow Ave.
Rockford.IL 61107
815-229-2999 (1:00-9:00 p.m. CST)
• Speed depends on drive hardware . A chip replacement is required for most drives.
SpartaDOS, ARCHIVER II. and UltraSpeed are trademarks of ICD, Inc . Atari is a registered trademark of Atan. Inc.
CIRCLE #124 ON READER SERVICE CARD
ISSUE 22
ANALOG COMPUTING
PAGE 65
3. When all your DATA lines are correct, the
computer will beep twice and prompt you to
"READY CASSETTE AND PRESS RETURN."
Insert a blank cassette in your recorder, press the
RECORD and PLAY buttons simultaneously and
hit RETURN. The message "WRITING FILE"
will appear, and the program will create a ma-
chine language boot tape version of Money Hun-
gry, printing each DATA line number as it goes.
When the READY prompt appears, the game
is recorded and ready to play. CSAVE the BASIC
program onto a separate tape before continuing.
4. Td play the game, rewind the tape created
by the BASIC program to the beginning. Turn
your computer OFF and remove all cartridges.
Press the PLAY button on your recorder and turn
ON your computer while holding down the
START key. If you have a 600 or 800XL com-
puter, you must hold the START and OPTION
keys when you turn on the power. The computer
will "beep" once. Hit the RETURN key and
Money Hungry will load and run automatically.
Disk instructions.
1. Type Listing 1 into your computer, using the
BASIC cartridge and verify your typing with
D:CHECK2 (see page 43).
2. Type RUN and press RETURN. The pro-
gram will ask:
MAKE Cft55ETTE CO) OR DISK (IJ?
Type 1 and press RETURN. The program will
begin checking the DATA lines, printing the line
number of each statement as it goes. It will alert
you if it finds any problems. Fix incorrect lines
and re -RUN the program, if necessary, until all
errors are eliminated.
3. When all DATA lines are correct, you will
be prompted to "INSERT DISK WITH DOS,
PRESS RETURN." Put a disk containing DOS
2. OS into drive #1 and press RETURN. The
message "WRITING FILE" will appear, and the
program will create an AUTORUN.SYS file on
the disk, displaying each DATA line number as
it goes. When the READY prompt appears, the
game is ready to play. Be sure the BASIC pro-
gram is SAVEd before continuing.
4- To play the game, insert the disk contain-
ing the AUTORUN.SYS file into drive #1. Turn
your computer OFF, remove all cartridges and
turn the computer back ON. Money Hungry will
load and run automatically.
Playing the game.
Money Hungry requires one joystick, plugged in-
to port 1. The game is started by pressing START
or the joystick button.
In Money Hungry, you play the part of a thief try-
ing to collect as much money as possible, while mak-
ing every effort to avoid the police. You are placed
in a maze, with coins scattered all around. You pick
up the coins by moving over them. Once on every
board, a money bag appears, containing a 100 coin
bonus. Your score, in coins, is shown at the bottom
of the screen.
000330
Money Hungry.
There are three police patrolling the maze, and if
they catch you five times, the game is over. The num-
ber of tries you have remaining is shown at the lower
left of the screen.
You can block the police by placing doors in the
maze. To do this, press the joystick button while mov-
ing through the maze. A red door will appear, and
the police can't get through it. You have four such
doors and can reopen them at any time simply by
running over them. Once you pick up a door, you
can reuse it by pressing the joystick button again.
When you have picked up all of the coins in the
maze, you will move to the next level. In each level,
either you or the police will increase in speed. Good
luck! D
Listing 1.
BASIC listing.
le REH 4HHf HONEY HUNSRV ***
28 TRAP 28:? "HAKE CASSETTE CB) , OR DI
SK (II";: INPUT DSK:IF DSK>1 THEN 20
38 TRAP 48e88:DATA 8,1,2,3,4,5,6,7,8,9
,8,8,8,8,8.0,8,10,11,12,13,14,15
48 DIN DAT$(91),HEX(22) :FOR M=8 TO 22:
READ N:HEKCX)=N:NEXT X:LINE=99e:REST0R
E 1880: TRAP 128:? "CHECKING DATA"
58 LINE=LINE+ie:? "LINE:", -LINE: READ DA
TS:IF LEN(DAT$)<>90 THEN 228
68 DATLIN=PEEK(183}+PEEK(184}«2S6:IF D
ATLINOLINE THEN ? "LINE ";LINE;" HISS
ING!":END
78 FOR K=l TO 89 STEP 2 :D1=ASC(DAT$(X,
XJ ) -48 : D2=ASC (DATS (X+1 , X*l> J -48 : BVTE=H
EX (D1}«164^HEX (D2)
80 IF PASS=2 THEN PUT ttl, BYTE: NEXT X:R
EAD CHKSUH:GOTO 58
90 TOTAL=TOTAL+BVTE:lF T0TAL>999 THEN
T0TAL=T0TAL-1000
PAGE 66
ANALOG COMPUTING
ISSUE 22
lee NEXT X:READ CHKSUHzIF TOTAL=CHKSUN
THEN 50
110 GOTO 220
120 IF PEEK (195)06 THEN 220
130 IF PAS5=0 THEN 170
140 IF NOT D5K THEN 160
150 PUT ttl,224:PUT ttl,2:PUT ttl,225:PUT
ttl,2:PUT m, 68: PUT ttl, 33: CLOSE ttl:END
160 FOR «=1 TO 107: PUT ttl,0:NENT X:CLO
5E ttl: END
170 IF NOT 05K THEN 200
180 ? "INSERT DISK MITH DOS, PRESS RET
URN";: DIN IN$ CI): INPUT IN$:OPEN ttl, 8,0
,"D:AUTORUN.SYS"
190 PUT ttl,255:PUT ttl,255:PUT ttl,158:P
UT ttl, 32: PUT ttl, 10: PUT ttl, 44: GOTO 210
200 ? "READY CASSETTE AND PRESS RETURN
";:OPEH ttl,8,128,"C:":REST0RE 230:F0R
M=l TO 40: READ N:PUT ttl, N: NEXT X
210 ? ;? "HRITING FILE":PASS=2:LINE=99
0: RESTORE 1000: TRAP 128:6010 58
220 ? "BAD DATA: LINE "; LINE: END
230 DATA 0,24,118,32,157,32,169,8,141,
47,2,169,60,141,2,211,169,8,141,231,2,
133,14,169,56,141,232,2
248 DATA 133,15,169,68,133,18,169,33,1
33,11,24,96
1880 DATA 7070707070707047642070067007
7070707006419E200000eoe82D2F2E25S90028
352E273239eoooeoeeeoeoeo , 530
1010 DATA eeooooooeoooE2F9eeoooooooo8e
0e0e00ee00e0646F6E6ieC6400e06D75727e68
79e00000F0F2E5F3F300F3F4, 992
1020 DATA ElF2F4e0F4EF0eE2E5E7E9EE7070
7045883Ae585e585858585850505e74104213e
147F362A7F1C3E00FA8A8ABA,191
1030 DATA E6E6FFBAFF771C08143E1C1C3E88
388888EAEA38EAEA38A7A1ADA5AFB6A5B2A280
BDFD279D0038BDFD289D8039, 996
1040 DATA BDFE299D003ABDFE2A9D003BCAD0
E5A9208D3182A99E8D3e82A9228D2Fe2ADlFD8
C906F00SAD8402D8F4A9e48D, 276
1050 DATA 3002A9218D3182A9388DF482A988
8DC482A9FC8DC582A9368DC682A9e88D6Fe28D
88D2A9838D328228692228BB , 838
1860 DATA 22206B2320eE238DlED828712628
F7222eDA26A200AD0CD0F0034CeD278D8A04AC
8BD4B98ei88D12D8B908198D, 981
1070 DATA 13D0B9001A8D14D0B9001B8D15D8
ASCDC96B90D44C972eC6B6Fe034C4426A5B785
B6A91E85B1A98085B0A91985, 499
1088 DATA B3A98885B2AABD85D829e4F8138D
lEDeB58CD589D8844981958CB58949ei958986
ClB5B91869eiB4BEC8209525, 948
1090 DATA A6ClB58C29e2F887A588F8874C51
22A587D0eBB58C9S89AD0AD22903958CBS89D8
034CD525C9eiD0034CE825C9,323
1180 DATA 02D0034CFB254ClD26A90e8DDB3A
8DDC3AA98885BeA93A85BlA886BlB0F00EC91E
F00AC91FDeeA88A98091BeC8 , 594
1118 DATA A91191B8C8C8C8249eE4A5B01869
2885BeA5B1698085BlA8e6C93B98DlA5BeC990
DeCBA90085CD85BCA985858F , 831
1128 DATA 68A91E85BlA98885B8A891BeC8D0
FBE&B1A6B1E020D0F3A91885B1A98885B0A891
B8C8D8FBE6B1A6B1E81CD0F3, 181
1138 DATA A92E8D2Fe2A9838DlDD8A91C8D87
D4e8A986A223A8912eSCE4A94e8D8FD4A987A2
21AeFe4C5CE4 A98e85BeA91E , 311
1140 DATA 8SBlA90085B2A91985B3Aei7A288
BD182191B8BD212191B2C8CA18F2E6B3A5B818
698885B0A5B169e885BlC928, 71
1158 DATA 90DBA94385B98DeiDeA98485BA8D
82D8A9B385BB8De3D0A91785BE85BF85C0A903
8589858BA9ei858A68A208A0 , 74
1160 DATA 37BD2A2199001EBD3321990018C8
CA10F0A97C85B88D88D0A93785BDA98B85CB85
CC68A98e8DeiD28D83D2A6B8, 363
1178 DATA E8A4BDC8285C2420A624C681Fe83
4C5924A5888581A5CC29e3C983Fe87A584F807
4CC723AS83D004A5CC85CBAD, 972
1188 DATA 78e2C90FF00285CCA5CBC98FDe83
4CS924C90AF0e8C986F884C98ED820A20AA4BD
C018B0034C5924B90eiE99FF , 994
1190 DATA 1DB9001899FF17C8CAD8F8C6BD4C
5924C989F8e8C9e5F804C90DDe23A5BDC95790
034C59246909A8A28AB9FF1D,379
1288 DATA 990eiEB9FF1799e81888CAD0F0E6
BD4C5924C90BD012A6B8Ee44B8834C5924CA86
B88E0eDe4C5924A6B8E0B39e, 36
1210 DATA 034C5924E886B88E8eDe4C5FE48e
C584C69838E91885C3A98885C4A98e85C22e3E
258583 A5C285C62981D884A9 , 495
1228 DATA 818583A5C538E93885C3A98485C4
A98085C2203E258584A5C285C529834981F884
A9818584A5C285CS60A90085, 754
1230 DATA B485CAA5CB2901D00AA5CCC90BD0
02C6C6EeceA5C685C7A92885C8205E25E6C5A5
C51865C985B4A5CA693A85B5, 184
1240 DATA A00eBlB4C91ED0ilA9268DeiD2A9
148D88D2A980A891B4E68FC91FD817A9268D81
D2A9148D88D2A9e8A891B4C6, 713
1258 DATA B491B4E6B4E68FC911F81CC91DD8
2BA9A68D81D2A9DC8D88D2A26486BCC6B49891
B4E6B491B4609891B4E6CDA2, 739
1268 DATA 8186BCA95F8D81D2A9B98D88D268
A00838E5C48826C286C32A2890e5E5C44C5325
e5C488D8EDB88365C41826C2,31
1270 DATA 60A90085C9A2e846C798831865C8
6A66C9CAD8F385CA60A005E0eiB00160B9BF3B
C91B9009A91299BF3B8818F1 , 496
1288 DATA 6018698199BF3BCAD8E868858898
38E9ie85C3A98885C4A98085C2283E258587A5
C229eiD884A9818587A58838, 718
1298 DATA E93e85C3A98485C4A90e85C2283E
258588A5C229834981F884A981858866B4B9C8
B390834C4426C89895B99D81 , 898
1388 DATA D04C4426B4B9C044B0034C442688
9895B99D81D04C442eB4BEA20AC018B8834C44
26B1B08891B8C8B1B28891B2, 379
1318 DATA C8C8CAD8F0A6C1D6BE4C4426A6C1
B5BEC95790034C442e6909A8A28A88BlB8C891
B888BlB2C891B288CAD0FeA6, 151
1320 DATA ClF6BE4C4426A5Bei8698e85B8A5
B1690e85BlE6B3A6ClE8E883Bee34C8C22A6BC
A98085BC207425AD84e2D883, 781
1330 DATA 2050274C62E4A903858885B78581
85B6A013A90099B83B88D0FAA9578DBA3BA000
A91299BF3BC8C0e6D0F86eA5 . 425
1348 DATA B7C588F008C680D0eCA901858eC6
B7D004A90185B728C82628D22728692228BB22
288E232eeB232eF72220DA26, 68
1358 DATA 4CC121A986A2E4A85F285CE4A9e7
A2E4Ae624C5CE4A92e8D27e2A9ED8D2682A981
A880A2044C5CE4A91C8DDB3A, 245
1368 DATA A91D8DDC3AA9278D27e2A9e48D2e
824CE426A9888DDB3A8DDC3A602eC826289127
AEBA3BCAEe52B8834C33278E, 958
1378 DATA BA3B28BB22206B23208E2328F722
8DlED04CC121A200BD3C219DBA3BE8E0e4D0F5
A200BD48219DC63BE8E884D8, 986
1380 DATA F54C7021C68FD803E68F68A584F8
17A5C52983D02DA9C08D82D2A9A38D83D2A888
A91E91B468A5C62981Dei6A9 , 676
1390 DATA C08D82D2A9A38D83D2C6B4A881A9
lF91B48891B468E68Fe8A9A88D83D2A9e48590
A2FFA014A5908D82D2CADeF8, 151
1480 DATA S8D0F5E690E690A014A590C9A0D0
E9A9888D83D2A9328D82D2A2FFAeFFCAD0FD88
D0FAA9e08D82D28D83D26eA9, 240
1410 DATA A88D81D2A9488591A2FFAei4A591
8D88D2CAD8F888D8F5C691C691A814A591D8EB
A90e8D80D28D81D260000000, 363
1420 DATA 0000000000555555AA5555555595
9595AA55555555555555AA9S9S959595959595
959595951515151515151515, 466
1430 DATA 959595AA9595959556565eAA5656
56565S55S5AA565656565e5656AA5555555554
545454545454545656565656,90
1440 DATA 5656565555555555555555959595
95555555555656565655555555555555959595
959555555556565656560000 , 333
1450 DATA e088800eOOOOe03C666E76663COO
?Si22fi®^®^®''E®«®®5C660C18387E00007E0C
180Ce63C00e00ClC3C6C7E0C, 345
1460 DATA e0007E607C06663C00e03C607C66
663Ce00e7E060C18383000e03C663C66663C00
e03C663E060C3880220A2AA0, 697
1470 DATA A2A02A0A88A0280A2A0A28Aecece
c8cececec8C88oooooFFOoeeeeeeee3C666E6E
1488 DATA 7C667C66667C8e603C666060663C
0000786C66666C78ee007Eee7C606e7Ee0007E
607C60606000003E60606E66 , 134
ISSUE 22
ANALOG COMPUTING
PAGE 67
1496 DATA 3Eeee066667E666666eeee7E1818
18187E8e8ee68686e66e3Ce8ee666C78786C66
88e868686868e87E88e86377, 858
1588 DATA 7F6B6363888e667e7E7EeE668888
3C66e666663C88887C66667C6ee8888e3Ce666
66eC3688887Ce66e7Cecee88, 328
1516 DATA 883Ce83C86863C8e887E18181818
188888666666666e7E8e8866666e663C18888e
63636B7F77e3888e66663C3C , 964
1528 DATA 6666888866663C1818188e887E8C
1838e87E88881E181818181E8e88486e38188C
868688781818181878888888, 686
1536 DATA lC3663886e88888e8e888e88FF88
88688888858381818183616181838181818361
816183816181836181816361 , 167
1546 DATA 6181838181888A88688868688885
84661188118811881188118811881188118811
881188118811881188118811,456
1558 DATA 8B6A888888688868858488118186
68118166881181668811818688116166881161
66661iei8688116B8A888888, 692
1568 DATA 8888888584881168118611681166
11881188118811861188116811681188118811
88118BeA8e88888888886584 , 986
1576 DATA 6811816688116186681161868611
816688118186e81iei868811816688118B8A68
886688888865846888888886 , 281
1586 DATA 6888888888888868686688861186
11681188118611881188118B8A88886e866886
658488116166881161868811,415
1596 DATA 8166861181668811616688118186
88116ie688116B8A8888888888688584881188
118611681188116811881188, 684
1688 DATA 1188116811881188118811681188
11688A6888888886888S8488116ie668118166
881181868611618688116186,978
1618 DATA 6811816688118186eeil6B8A88e8
68888888858488116811881168118811881186
118811881188118811861168,269
1628 DATA 11881188118B8A88886888888865
82818181826181818281818182618161828181
616281818182818181828181 , 385
1638 DATA 69eA8888e8888857888868881212
1212121A88888888868868888888868888e688
888868888868688888888866 , 687
1648 DATA 6888888868888888666888886888
68888888888888888688888888886668888888
888868888888888868688886 , 687
CHECKSUM DATA.
(see page 43)
18 DATA 518,351,496,811,423,729,288,68
3,555,573,694,613,29,265,967,7767
168 DATA 142,198,962,857,491,38,155,11
5,413,978,124,588,333,96,738,6284
1868 DATA 594,922,912,828,44,936,974,9
78,962,182,975,982,891,112,238,16426
1218 DATA 888,616,168,897,233,917,981,
766,732,776,96,885,878,834,38,9529
1368 DATA 69,868,982,25,249,872,323,63
7,266,482,391,538,446,222,587,6789
1518 DATA 284,117,562,457,631,493,516,
488,536,526,528,487,481,325,6425
MN ^*
• -a: • -a
C-l N U N N U
w-i tn »-< -^ (D
r^ . - ^ . K^
nasi ths*n
. * .N or* -
1^ S Q 5) 0- h- N N Q
tori . - -w ....
430- - «-< * -«rw
r< -O S> S -^ 'T' Si Qi <" CJ
«■* - — ^ . - w^ -
* -QS-S-HIONKI
mr) - - - ^* 'Ti
* r) s ® s a -^ N ® c^
•"•■»•>?& ---•■»
UJUlUUJUJUJlJLlUJlilUJ
K V- I- V- t~ h- K K t~ H
oaoKDCDammncBiQ
N o: n n t-t m
T-<cnninD ■»
cc aaior-
SOON UJiU^lX
»r(s( » . . . . »
wfy - ^DN • - •■
N^
. -W
in 4- » • ^4 N * * • «
UJOLJUIO
>o>->-o
|Q3K0)(Q3
UJXXKZ
cno - -<i
nin
xxrjNx
-+ +
XNN
-+ +
ujtn uj
_JtD (C
OtU Q.
nit
ZIL K
□ UJ
OK tU
flC-O
uji-iua:
CDID>t-
o c
zncj<
zui-i
XU}
<aum
CZLJ
lU UJ-I
tCE "-"J
Uv. EO
(niLDuJu
oz
on
t-l-l-t-U
UJUiUJUJ_t
cDtnaKDU
-JlllUI
ZDZfC
|~«>D
UIKHO
wt-ZUJ
Etn'-M
t-»-k-h-l-E»-E outni-
m ujuutULJuiuuiuJiL'
o >>>->>>»»■
_j CQ 00 03 (Q n (D tD (D fQ (&
cmano
Bxxzru
OQHCll-Q
uuu
oicntn
KOI-
a:
-J-*
t-(^^4UtD
vJNEZ
o_j_j
Jt-Xh-
~mt~ujtn
men "1 00
-IJXDQOJ
OQOI*
ft: a: oi~ jue-jej ou
duO'oa »-«u t-m<L(L\iiu >n
_tu.-jn_i ceo LJt-i-t-t-i-i-t-i-'
o»o»asQ.i3to^uiujuiuj*~>ziua:«
u«u*u*a]C*CDa)cn(niDX*-*(na.*
xUKEa
uizo
om-jm
a <c « <E <r fl. ca a u a o: <r <t c <r a: <t <L<r<t « <r <i a a <i CC (c a: (C <£ (E DC (C X
OHOh-QEuiozQt-OHDi-ai-oh-OKCiHi-cii-aJcncrjtni-oKntna
cy UUJ
CDUl-'ZZ
ZDe>>w
wzatD J
H(-oa:t-
>z ate
zoyiLiu
duo: >
. t-
t-too<ruJ
IZ5-SO
-Jl-HZO
fLza:>a
souicnu
CLU03t>
<tC3CL.C>-
OUIEh-O
JOtOtfl-)
.*H.UJ \0 CL
Ulft
EUJ
ao t-u
JC UJ EJkJ
U. J J Lit
u. D a:i-
X
UJ ano •-'Q
111
>yUj^-.<rDCi ffJ
7:
EoaaLL-jocEO
E > U.3ZO
■ Q • UUJO
N ._J .N .
lil<T
M H O U >-* K >■ 1- U.
> J
ECCCimafCExO
auj •-^atijziu
_JQ
x>xri>uiz*
c(ca:a
LOLLCt
>-_j .
CUJO)
_i>o
itiuio.
3 oc (t: q: a: (£ J
tL(L(LO.O.m
zz
ccoc
uu
con
X
oooooz
0.0.0.0.0.0
EE'-'
ujujo:
zzo
UJUJX
l-l-KI-l-
Q:Q:Q:a:a:>
DUIUJUJUI
ZZUIO
OD>-Z
• 'O-U
mm'-M
>o;ooi--j
Dfl.o._ja.i-
om 3M_j
w .KEKD
OwQUlODUJ
_icix>-tEa:
OZ
ao J
uon
UJ ccx
<lOZ_J
CD^OO
lOCJ
0^0.
io:e^
UCDOO.
mz 03
c
UJ
£
HID i-
<i
f-
aiauo
UJ
-iffj
u
O
(-03
OUZUJ
J
o_t
z
cn >■
UUJ
a >a;
u
CUJ
HI
>KI-
tmncncntnoiai
mt-z
-)
ujfl;^
0^01:0:0: on
z z
z
DZZ
Pt
^□d:
OOOOQ^OUJ
UJ^HOf o
o*i-oc
Ul
0.0
S)
J _j -J -J UJ a: a
OT_JO-
►-4
<tui
q:
UJ w
fa
OOOOh-
-jjo:
7
uuuuuzo
(D • •-<
wOOJO
a<z.(LYO
tn
<tui<t
l-l-_J
_IC
aif>
UH
^-
«i-Nno:uj
-12
I'-'OO
a
zccr
wH
z
• • • -^IXT
vij<ra
OCEDD
-1
□ ui-vi-rj
u>
_J_J-J JIU^
(L>3U
oa;z«<t
«
utncLinm
E
0.0^010.0 010.
IB ^ N M * n -0 r^ 030- u u. s "^ (S -• tN fo *r n -o N 03 0- <i in o o w U- ts ■^ N M * n -o 1^ ID o-<E fla u Q
(DOSOODCOIXIIDQ) <DtD COC□C^O~a](Il(Da3(D(□alCoa3II>nlS03CDnalU(JUtJUUUU(JUUUUU
*n-0a-'«rOb.Nr)d-inSi--NK)h-(DC«rUnUl<rLuD3'^K)fiiNU,Nli.(D*
uour)MiL'^N-^'-'---H(aisnaiasiS"asiSQ-'ss!Siisiisissi-*to-ONCD
NNNNNNISiNQlBiSi©5;Ei'a'Si*«»tSiS!SiSN't-rJMNN(NSWNMW
QtsisiscaoooooaooooopaoooociooooooooasGiSi
i&S^SiSlQSl
u n a K B a tf I
IBiHIIIBIBIBSRIMHIIHII
iniBiiitisiiiiuitiiiHRtiiHttaRBfliiaiiaii
_IX_JI-JX>JO'^NMl~«-<WW uu oz
_[v ix Kt~i-KKi-a:ujo,o.fl.cLZii.Q.a.o.x mtn itidtn
uj<EU ozo zzo,(Lzzj>a)mtr)mDcntncDtno.[rj>onD(r)JZ_JXUuK
>_jo:x>- a:Q:o(o*'-"-<«ina.o.ujujoooooooooEuj-<>oao-ucn(n>-*>-'D
UJ uj Ul o o X E E E •-< t-t o u. u, o o a <r P3 03 o -1 0. Q- 0, a. u 0. 0. o- OL LU 0: o f* 0. 0, D 3 UJ UJ 1- h- D
-.._joxzZKOx>-oozi-Ka.a.Hh->>ujujxxxxtn>->->->-i-o_iox>-EEo:fl;tr)OTZ"
&«N_II _j_JSwNK)»-^NWU)l~ 0:E -J _)
o:a:a:k-h-(nt~KEEEEa.o.a.o.(nzo _jOHv--N«(Na
ODomtrKruoa.o.o.o.tnmOTcn'ir^zti.-tu.uatnuuuu.u-in
-J_l-J_J_J<ti<IE_l_J_J_IOOOOaiO>-fl-0.Q.l-Z-'aOQOQZ
oooc:ioxa:DOODoo.D-a.a.ELjwsie(^M<rE33D3DO
*u u u tn m u CD m u u u u x X X I Q. > 3 0. 0, 0. X 0; z a c a « <£ u
(£5
JOiiCI
oai-ir
yo-Ki-
m
UJ
61 ■r^ IN KJ H E E
«a)a3ffiuj<r<[
<[<i:<a:<z 010:0::
l-t-l-H-XUE
^"uuouotno."
LDfi CTflBB.Y
STA COLPMB
UD« CTfiBl.Y
STft COLPMl
LDA CTftBZ.Y
STfl C0LPM2
LDfl CT«B3.Y
STA C0LPM3
LDA KDDT3
CMP »ia7
BCC COLOR
JMP NEXTL
I
I DEFERRED VBLANK
ISET COLOR FOR
I PLAYER
I SET COLOR FOR
I PLAYER 1
IQET COLOR FDR
I PLAYER 2
I BET COLOR FOR
I PLAYER 3
l» OF DOTS. . .
(-1077
;NQ, SET NEXT COLOR
INEW LEVEL I
I TIME FOR EN. MOVE
I YE3!
JNO, EXIT
1 RESET MOVE TIMER
DEC EDELAY
BEQ EDO
JMP END
LDA ELEVEL
STA EDELAY
LDA »PMRAM/234 + 2 1 POINT TO
STA POINTH IPLAYERS
LDA »*80
STA POINTL
LDA »CTflBl/236 i BET COLOR.
9TA TABPTH ) TABLE OFFSET
ZERO X
HIT ANYTHING?
SET COLL. BITS
NO COLLISIONS
RESET COLLISIONS
NEXT DIRECTION
- CURRENT DIR7
NO, CHANGE IT.
REVERSE IT,
STORE IT.
BET CURRENT
REVERSE IT,
AND STORE.
SAVE X
IBET PLAYER X'S
HORIZ. PQS,
ADD 1,
IQET VERT POS,
ADD I
MOVE PLAYER
BET X ABA IN
SET NEXT DIRECTION
BET 1ST 2 BITS
TRY HQRtZ. MOVE
OK TO MOVE VERT7
YES, CHANQE DIR
NO, KEEP CURRENT
HORIZ MOVE DK7
NO, KEEP CURRENT
CHANBE DIRECTION
STORE NEXT DIR
BET RANDOM •
MASK TO B-3
save for next
bet current dir
not ribht
move ribht 1
is it left?
no;
move left!
IS IT UP?
NO!
MOVE UP I
MOVE DOWN!
LDA »e (ERASE MONEY BAB
STA SCRAM*21'?
STA aCRAM-f22a
LDA •3CRftM8i235 i POINT...
STA POINTL (TO SCREEN
LDA •SCRBM/236
STA POINTH
LDY #4 (SCRN BORDER OFFSET
LDA (POINTL), Y I BET SCRN BYTE
BEQ NFL I EMPTY-PLOT DOT!
CMP »3e > IS IT DOT?
BED NFL iYES, PLOT ABAIN!
CMP »31 [WALL?
BNE PLl !YES, DON'T PLOT
DEY I PREVIOUS POS.
LDA #0 IZERO IT!
STA (POINTL) , Y
INY IBACK TO THIS POS.
LDA »17 (PLOT A DOT.
STA (POINTL), Y
(NEXT POSITION
LDA
•
STA
TABPTL
TAX
MAIN
LDA
PIPF.X
AND
»4
BEQ
NHDR
STA
HITCLR
LDA
DIRN, X
CMP
DIRC, X
BNE
EORl
EOR
• 1
STA
DIRN, X
EORl
LDA
DIRC.X
EOR
• 1
STA
DIRC.X
TEMPX
NHDR
3TX
LDA
XPOSPl.X
CLC
ADC
»1
LDY
YPOSPl, X
INY
JSR
PMOVE
LDX
TEMPX
LDA
DIRN, X
AND
*2
BEQ
TXM
LDA
YM
BED
CCHD
JMP
KCD
TXM
LDA
XM
BNE
KCD
CCHD
LDA
DIRN, X
STA
DIRC, X
LDA
RANDOM
AND
•3
STA
DIRN,X
KCD
LDA
DIRC.X
BNE
TAl
JMP
MPXR
TAl
CMP
*1
BNE
TA2
JMP
MPXL
TA2
CMP
■ 2
BNE
TA3
JMP
MPXU
TA3
JMP
MPXD
(SET UP SCREEN
(
LDA
POINTH
ADC
•
STA
POINTH
LDY
• 6
(LAST LINE?
CMP
• SCRAM/23i-H
BCC
LI
(NO!
LDA
POINTL
(LAST LINE?
CMP
• 144
BNE
LI
(NO!
LDA
*0
[RESET. . .
STA
NOOTS
(» OF DOTS
STA
SCOUNT
(AND SCORE COUNT
LDA
• 3
(RESET • DOORS
STA
NDOOR
RTS
(ALL DONE!
( INIT PLAYER-
-MISSILE
BRAPHICS
3ETPM LDA
• PMRAM/236»2 (POINT
STA
POINTH
(TO.. .
LDA
•
[PLAYER MEMORY
STA
POINTL
TAY
(ZERO Y REB.
L3 STA
(POINTL
,Y (ZERO P/M ARE
INY
BNE
L3
INC
POINTH
LDX
POINTH
(DONE CLEARINB?
CPX
tPMRAM/234<-4
STA
STA
STA
LDA
STA
STA
LDA
STA
RTS
(SET UP YDUR
I
YPOSPl
YP0aP2
YP03P3
•3
DIRC
DIRC+2
»1
DIRC 1-1
PLAYER
|P1S>3 BOIN8 DOWN
[P2 SOINB LEFT
(ALL DONE!
i
m
CO
8ETPL
BNE L3 (NO!
LDA •CTAB0/2321 [POINT...
STA POINTH [TO. . .
LDA tt0 (COLOR TABLES
STA POINTL
TAY (ZERO Y REB.
Ql STA (POINTL), Y (ZERO COLOR T*
INY
BNE Ql
INC POINTH
LDX POINTH [DONE CLEARINB?
CPX »CTAB3/236fl
BNE Ql (NO!
LDA •4& (TURN ON P/M
STA SDMCTL
LDA ^3
STA BRACTL
LDA #PMRAM/234 [POINT TO...
STA PMBASE [P/M AREA
RTS [ALL DONE!
I
(RUN VBLANK ROUTINES
(
SETVB LDA Si (SET IMMEDIATE!
LDX »VBLANK/236
LDY »VBLANKSi233
JSR •E43C
LDA *44 (TURN ON
STA NMIST
LDA •? (SET DEFERRED!
LDX »DVBL/Z36
LDY »DVBLIi233
JMP »E43C (ALL DONE!
(
(DRAM ENEMIES ON SCREEN
I
SETEM LDA 9*89 (POINT TO P/M
STA POINTL
LDA •PMRAM/23if2
STA POINTH
LDA #B (POINT TO COLORS
STA TABPTL
LDA tCTABl/23A
STA TABPTH
L4 LDY #23 I P/M VERT OFFSET
LDX #8 (P/M HEIBHT
L3 LDA ENBMAP.X I DRAW ONE!
STA (POINTL), Y
LDA ENCMAP, X
STA (TABPTL), Y
INY
DEX
BPL L3
INC TABPTH
LDA POINTL
CLC
ADC *«a0
STA POINTL
LDA POINTH
ADC »e
STA POINTH
CMP •PMRAM/2361-4 I LAST PLAYER?
BCC L4 (NO!
LDA •»43 (PL 1 HORIZONTAL
STA XPOSPl
LDX
LDY
LDA
STA
LDA
STA
INY
DEX
BPL
LDA
STA
STA
LDA
STA
LDA
STA
STA
RTS
»e (8 BYTES TALL
#33 (SET VERT OFFSET
PLBMAP.X (DRAW HIM!
PMRAMfSl2,Y
PLCMAP.X
CTABB.Y
L4
• 124
XPOSPO
HPQSP0
• 33
YPQ3P0
• 11
STICKC
STICKN
[SET HORIZ POS
(AND VERT POa
(BDINa LEFT!
(IMMEDIATE VBLANK
I
VBLANK
TNM
CHD
CD
(NEXT COLOR TABLE
[NEXT PLAYER
INY
INY
CPY •36
BCC LI
LDA POINTL
CLC
ADC •40
3Tft POINTL
[END OF LINE?
[NO!
( INCREMENT. . .
[POINTER. . .
[TO NEXT LINE
STA HPOSPl
LDA ••84
STA XP0SP2
STA HP03P2
LDA •«B3
STA XP0SP3
STA HPOSP3
LDA •23
[PL 2 HORIZONTAL
(PL 3 HORIZONTAL
(ALL VERTICAL
HUE
VBPl
«D
OKnO
VBL2
LDA
STA
STA
LDX
INX
LDY
INY
JSR
JSR
DEC
BEQ
JMP
LDA
STA
LDA
AND
CMP
BEQ
LDA
BEQ
JMP
LDA
BNE
LDA
STA
LDA
CMP
BEQ
STA
LDA
CMP
BNE
JMP
CMP
BEQ
CMP
BEQ
CMP
BNE
LDX
LDY
CPY
BCS
JMP
LDA
STA
LDA
STA
INY
DEX
BNE
DEC
JMP
CMP
BEQ
CMP
BEQ
CMP
BNE
LDA
CMP
BCC
JMP
ADC
TAY
LDX
LDA
STA
LDA
STA
•
AUDCl
AUDC2
XPOSPe
YPO3P0
PMTBR
XYTOME
DELAY
DO
ENDVB
LEVEL
DELAY
STICKN
• 3
• 3
TNM
NOY
CHD
CD
NOX
CD
STICKN
STICKC
STICK0
• 13
NC
STICKN
STICKC
• 13
N13
ENDVB
• 10
MU
• &
MU
• 14
VBPl
»*0A
YPOSPO
• 24
VBLl
ENDVB
PMRAM-f3
PMRAM+3
CTAB0, Y
CTAB0-1 , Y
[TURN OFF
(SOUND 1
(SOUND 2
[BET PLAYER X
[OFFSET FOR SCRN
(BET PLAYER Y
(OFFSET IT TOO
(CONVERT TO SCRN LOC
[THEN TO ADDRESS
(OK TO MOVE?
[ YUP!
(NO, EXIT.
[RESET TIMER
(QET NEXT DIRECTION
(MASK IT,
(HORIZ MOVEMENT?
(YES!
[CHECK IF VERT CLEAR
( IT- S CLEAR!
(KEEP CURRENT DIR
[HORIZ CLEAR?
(NO! KEEP CURRENT
(GET NEXT MOVE
(SAVE IN CURRENT
(BET STICK
(MOVED?
[NO!
[SAVE NEW MOVE
IBET CURRENT
(MOVED?
(YES!
(NO, EXIT.
(UP?
(YES!
(UP?
(YES!
[UP?
(NO!
I 10 BYTES TO MOVE
(BET VERT OFFSET
[AT TOP?
(NO, MOVE IT!
(BYE!
12, Y (MOVE PLAYER
11 ,Y
>
>
I—
o
o
o
o
c
o
VBLl
YPOSP0
ENDVB
• 9
MD
•S
MD
• 13
VBP2
YPO3P0
• 87
OKMD
ENDVB
• •?
(DEC VERT POS.
(BYE!
( DOWN?
tYE3l
( DOWN?
[YES!
(DOWN?
(NO!
(AT BOTTOM?
J NO, MOVE IT!
[ (BYE!
IBET LAST PLAYER BYTE
(PUT IN Y
•»BA [10 BYTES TO MOVE
PMRAM+3 11,Y (MOVE PLAYER
PMRAM+312, Y
CTABB-1, Y
CTAB0,Y
CO
CO
c
m
DEY
DEX
BNE
VBL2
INC
YPOSpa
(INC VERT P03.
MDE
JHP
ENDVB
(BYEI
VBP2
CMP
• 11
; LEFT?
BNE
VBP3
!ND^
LDX
XP03PB
(TOO FAR LEFT?
CPX
»68
BCS
OKML
; NO !
JMP
ENDVB
iBYEl
QKML
DEX
IDEC HORIZ POS
STX
XPOSPe
3TX
HPQSPa
MLE
JHP
ENDVB
;byei
VBP3
LDX
XPQSPa
ITOO FftR RIBHT7
CPX
»177
BCC
OKMR
(NO!
JMP
ENDVB
iBYE!
OKMR
INX
! INC HORIZ POS
STX
XPOSP0
STX
HPQSPa
ENDVB
JMP
• E45F
1 LEAVE VBLANK !
)P/M TO
3CREEN COORDS SUBROUTINE
PMT8R
STX
XPOSSC
ISftVE HORIZ
STY
YPQ33C
iSAVE VERT
TYO
I BET VERT IN A
SEC
I SUB SCREEN OFFSET
SBC
»14
STft
LDIV
ISftVE IN DIVIDER
LDft
• 8
IDIV. BY a
STft
DIVS
LDft
•
IZERO RESULT
STfl
ORES
J3R
DIVIDE
iDiviDE it:
8TA
NOX
1 STORE REMAINDER
LDft
ORES
IQET RESULT
STft
YP0S3C
)SAVE SCREEN Y
AND
»1
SEVEN OR ODD?
BNE
ODl
I odd:
LDft
»L
IPROHIBIT ANY
STft
NOX
iHORIZQNTftL MOVE
GDI
LDft
XPOSSC
IQET HORIZ.
SEC
!3UB SCREEN OFFSET
SBC
*48
STfl
LDIV
IPUT IN DIVIDER
LDft
• 4
IDIVIDE BY 4
STft
DIVS
LDft
•
IZERO RESULT
STft
ORES
J3R
DIVIDE
IDIVIDE it:
STft
NOY
ISftVE REMAINDER
LDft
DRE3
lOET RESULT
3Tfl
XPOSSC
ISAVE SCREEN X
ftND
• 3
! IS VERT MOVE OK?
EOR
*l
BES
0D2
! yes:
LDft
»1
IPROHIBIT ALL
STft
NOY
I VERTICAL MOVES
0D2
LDft
DRES
I BET RESULT
STft
XPOSSC
iSflVE SCREEN X
RTS
lALL done:
IxiY COORDS
TO MEMORY ADDRESS
XYTOME
LDft
*0
1 ZERO. . .
STft
VBPNTL
1 VBLANK POINTER
STfl
RE3H
lAND RESULT
LDfl
STICKC
laET CURRENT DIR.
AND
»1
ILEFT7
BNE
NI
INO:
LDA
STICKN
IQET NEXT DIR
CMP
• 11
ILEFT?
BNE
INCY
INO!
DEC
YPOSSC
iCftNCEL NEXT INC
INCV
INC
YPOSSC
IINC VERT POS
Nl
LDfl
YPOSSC
IQET VERT
STfl
MUPL
ISflVE MULTIPLIER
LDft
• 40
ITIMES 40
STfl MUCN
JSR MULT
INC XPOSSC
LDA XPOSSC
CLC
ADC RESL
STA VBPNTL
LDfl RESH
ADC •SCRAM/236 I ADD SCRN BASE
STA VBPNTH
LDY ^0 i ZERO Y
LDft (VBPNTL), Y IQET BYTE
IMULTIPLY it:
IINC HORIZ POS
IQET IT,
I ADD RESULT
ISftVE IN POINTER
CMP •SB
BNE DCHD
LDA wsa
STA fiUDCl
LDft »20
STft ftUDFl
LDft •B
TAY
STft (VBPNTL)
113 IT DOOR?
I no:
I MAKE DOOR SOUND
Y I ERASE DOOR
INC NDOOR II MORE DOOR
CMP »31 1 IS IT DOOR?
BNE CVDA INO!
LDA •IB I MAKE DOOR SOUND
STft AUDCl
LDA •20
STft AUDFl
LDA •B
TAY
STft ivbpntl;; Y lEFsasc door
DEC VBPNTL t (2 BYTES)
STA (VBPNTL) , V
INC VBPNTL
I 1 MORE DOOR
lis IT ft DOT?
i YES :
I MONEY BAB?
INO'
I MAKE SOUND
INC NDOOR
CMP »17
BEQ CC
CMP •2'?
BNE R
LDA •166
STA AUDCl
LDA »220
STA AUDFl
LDX •IBB
STX SCOUNT
DEC VBPNTL
TYA
STA (VBPNTL)
INC VBPNTL
iADD 100 TO SCORE
I ERASE MONEY BAB
STfl
(VBPNTL)
,Y
RTS
Sand exit:
CC
TYfl
I ERASE DOT
STA
(VBPNTL
. Y
INC
NDOTS
1 1 MORE DOT TflKEN
LDX
• 1
IflDD 1 POINT
STX
SCOUNT
LDA
• ■?3
IMftKE SOUND
STfl
flUDCl
LDfl
• 135
STA
AUDFl
R
RTS
lAND EXIT"
IBENERAL
-PURPOSE DIVIDE ROUTINE
DIVIDE
LDY
•a
IQET • OF BITS
SEC
iSUBTRflCT DIVISOR
SBC
DIVS
DILO
PHP
iSAVE PROC. STATUS
ROL
DRES
1 ROTATE RESULT
flSL
LDIV
ISHIFT DIVIDER
ROL
A
IRDTflTE DIVIDER
PLP
IBET STflTUS BflCK
BCC
ADD
[BRANCH IF CLEAR
SBC
DIVS
I3UBTRACT DIVISOR
JMP
NEXT
1 CONTINUE
ADD
flDC
DIVS
IADD DIVISOR
NEXT
DEY
ILflST BIT?
BNE
DILO
iNo:
BCS
LAST
iBRflNCH IF LAST
ADC
DIVS
IADD DIVISOR
CLC
I CLEAR CARRY
LAST
ROL
DRES
1 ROTATE RESULT
RTS
IflND EXIT.
IMULTIPLY SUBROUTINE
MULT
LDA
•
I ZERO RESULT
STA
RESL
LDX
•a
IB BITS
MLOP
LSR
MUPL
ISHIFT MULTIPLIER
BCC
NOADD
IHI BIT EMPTY
CLC
lODD MULTIPLICAND
ADC
MUCN
NOADD
ROR
A
1 ROTATE RESULT
RQR
RESL
lAND LOW RESULT
DEX
1 1 MORE BIT
BNE
MLOP
IMORE TO come:
STfl
RESH
ISAVE RESULT HI
RTS
lAND EXIT
ISCOREKEEPINB SUBROUTINE
LDY •a I6TH SCORE DIBIT
CPX •I IflNY INCREASE?
BCS GET I yes:
RTS INO, RETURN
LDA SCRflM + 447 Y | BET SCORE
CMP •27 !>-77
BCC NOB INO
LDA #13 IWRflP TO ZERO
STft aCRftM+447,Y
DEY INEXT CHARACTER
BPL BET
RTS I ALL done:
CLC I INCREMENT THE
ADC •! I SCORE
STA 3CRAM*447
DEX
BNE SCORE
RTS
iftEXT ADD
I BO ADD it:
iflLL done:
00211
MPXR
ens
L
SEC
SBC
STfl
LDfl
STA
LDfl
STfl
JSR
STfl
LDfl
AND
BNE
LDA
STA
LDA
SEC
SBC
STA
LDfl
STfl
LDfl
STA
JSR
STA
LDA
AND
EOR
BEQ
LDA
STA
RTS
LDY
CPY
BCC
JMP
INY
TYA
STfl
STfl
JMP
LDY
CPY
BCS
JMP
DEY
TYfl
STA
STA
JMP
LDY
LDX
CPY
BCS
JMP
LDA
DEY
STfl
INY
LDA
DEY
STfl
INY
INY
DEX
BNE
LDX
DEC
JMP
LDX
LDfl
CMP
BCC
JMP
ADC
TAY
LDX
DEY
LDA
INY
STA
DEY
LDfl
INY
STA
DEY
DEX
BNE
LDX
INC
JMP
• 16
LDIV
•a
DIVS
• B
DRES
DIVIDE
xn
DRES
• 1
ODIM
• 1
XM
YM
• 48
LDIV
• 4
DIVS
• B
DRES
DIVIDE
YM
DRES
• 3
• 1
0D2M
• 1
YM
XPOSPl,
• 17"?
CMR
END
XPOSPl
HPOSPl
END
XPOSPl
• 63
CML
END
XPOSPl
HPOSPl
END
YPOSPl
• *0fl
• 24
CMU
END
(PQINTI
ISCREEN OFFSET
IPUT IN DIVIDER
IDIV BY B
I CLEAR RESULT
IDIVIDE IT!
ISflVE REMAINDER
IBET RESULT
I ODD?
I yes:
IDON-T PERMIT
I HORIZ. MOVE
IQET VERT
I SUB SCREEN OFFSET
ISTORE IN DIVIDER
IDIV BY 4
I CLEAR RESULT
IDIVIDE IT!
ISAVE REMAINDER
IBET RESULT
I VERT MOVE OK?
I YES!
I DON'T ALLOW
iVERT MOVEMENT
iexit:
x i can player
i move right?
I yes:
I no:
I INCREMENT HORIZ
IPUT IN ACCUM
X I SET THE POS
X
lALL DONE!
X I CAN PLAYER
I MOVE LEFT?
I yes:
INO'
IDEC HORIZ
IPUT IN ACCUM
X I CHANGE POS
X
IflLL DONE
X I GET VERT
I 10 BYTES TO MOVE
IflT TOP?
IND, CAN MOVE
ICflN'T BO UP!
, Y I MOVE UP :
CO
CO
c:
m
ro
to
L)
(POINTL) ,Y
(TflBPTD.Y IMOVE COLORS
(TABPTL) ,Y
>
z:
>
o
o
o
o
TJ
<=
o
CMU
TEMPX
YPOSPl, X
END
TEMPX
YPOSPl, X
• 37
CMD
END
• 9
I
• >0A I
(POINTL) ,
(POINTL) ,
(TABPTL) ,
(TABPTL) .
RESTORE X
I DEC VERT POS
ALL DONE
GET PLAYER •
I CAN HE. . .
BO DOWN?
yes:
NO-
GET OFFSET
TO PLAYER END
10 BYTES
Y iMOVE him:
Y
Y IMOVE COLOR
TEMPX I RESTORE X
YPOSPl, X IINC VERT POS
END I ALL DONE
I VBLANK
I
END
I PLAYER MOVEMENT
PMOVE STA YM
TYfl
ISAVE ACCUM
IMOVE VERT TO A
LDfl POINTL
CLC
flDC »*ae
STfl POINTL
LDfl POINTH
ADC »0
STA POINTH
INC TftBPTH
LDX TEMPX
INX
IADD 128 TO
IP/M POINTER
|T0 INDICftTE
I NEXT PLflYER
IBET PLAYER »
I INCREMENT IT
I
m
CO
PAGE 70
ANALOG COMPUTING
ISSUE 22
CPX »3
BC3 ENDDVB
JMP MftIN
LDX SCOUNT
LDA »e
3TA 3CDUNT
JSR SCORE
LD« STRIQ0
BNE PQU
JSR DOOR
JMP »E462
PCIW
I
I INITIALIZATION SEQUENCE
?AUL DONE?
3 yes;
)n0, loop back!
iqet score add
(ZERO IT
(ADD TO SCORE
I BUTTON PRESSED?
I NO!
I PLACE A DOOR
IV8LANK DONE!
I SET UP. . .
1 INITIAL SPEEDS
I CLEAR SCORE LINE
LOA t)3
STft LEVEL
STA ELEVEL
STA DELAY
STA EDELAY
LDY »1'7
LDA »0
STA SCRAM+440,Y
DEY
BNE CQ
LDA »»37 I RESET # MEI
STA 3CRAM+44Z
LDY ma I ZERO SCORE
LDA ttia
STA 3CRAM*447,Y
INY
CPY #4
BNE L2
RTS
I ALL DONE!
I CHAN8E LEVELS
(
NEXTL LDA ELEVEL
CMP LEVEL
BED NDS
DEC LEVEL
BNE NOC
LOA »l
STA LEVEL
NDS DEC ELEVEL
BNE NOC
LDA *1
STA ELEVEL
NOC JSR CLRVB
JSR SQUND2
JSR SETSC
JSR SETPM
JSR 3ETEM
JSR SETPL
JSR SETVB
JSR PRIZE
JMP COLOR
I
I CLEAR VBLANK VECTORS
I BET ENEMY SPEED
ISAME AS PLAYER?
I YES!
I SPEED UP PLAYER
I BUT DON'T ALLOW
I LEVEL < I
1 SPEED UP ENEMY
I BUT DON'T ALLOW
I ELEVEL < 1
I CLEAR VBLANK
I MAKE A SOUND
ISET UP SCREEN
ISET UP P/M
ISET ENEMIES
iSET UP PLAYER
!SET VBLANK
)SET UP MONEYBAB
(DISPLAY COLORS
t
LDA »&
LDX ••E4
LDY »»3F
JSR *E4SC
LDA #7
LDX ••E4
LDY t»62
JMP »E43C
I IMMEDIATE OFF
(DEFERRED OFF
(AND EXIT
(MONEY BAQ HANDLER
I
PRIZE LDA #M0NEY/23i ISET UP...
STA »0227 (TIMER t VECTOR...
LDA »M0NEV8.233 (TO POINT TO...
STA »e224 (BAB PRINTER
SETTl LDA ml (SET UP TIMER!
LDY »0
LDX »4
JMP »E43C ALL DONE!
I
(MONEY BAB DISPLAY ROUTINE
I
MONEY LDA »2S (PUT BAQ CHAR 1
STA SCRAM*217 (ON SCREEN
LDA (tZ-? (PUT BAS CHAR 2
STA 3CRAM+22B (ON SCREEN
LDA •MBQNE/234 IREPOINT TIMER
STA ♦B227 (TO BAB ERASE
LDA »MQaNE8i2S3 (ROUTINE
3TA *0226
JMP SETTl (QQ SET IT
MBONE LDA »e (ERASE BAB
BTA 3CRAM+219
STA SCRAM-^ZZe
RTS (AND EXIT
DEATH JSR CLRVB (TURN OFF VBLANK
JSR 30UND1 IDO DEATH SOUND
LDX SCRAM+442 II LESS LIFE
DEX
CPX #»32 I MORE LIVES?
BCS STILL lYES!
JMP OOVER (SAME OVER!
STILL STX 3CRAMt442 (ZERO LIVES
JSR SETPM
J3R SETPL
JSR SETEM
JSR SETVB
STA HITCLR
JMP COLOR
(
IBAME OVER ROUTINE
(
LDX »e
QOVER
PRl
LDA SAME, X ( 'B
STA 8CRAfH-442,X
INX
CPX »A
BNE PRJ
LDX »a
LDP QVER.X ('OVER
STft SCRhH»434, X
INX
CPX »4
BNE PR2
JMP PROB
ISET UP P/M
(AND PLAYER
(AND ENEMIES
(AND VBLANK
(CLEAR COLLISIONS
I AND RESTART!
(SHOW MESSABE:
SAME'
(AND RESTART!
(OPEN DOOR
I
DEC NDOOR
BNE RED
INC NDOOR
RTS
LDA NQY
BEQ VD
LDA XPOSSC
AND VS
BNE ENDD
LDA ••ca
STA AUDF2
LDA »*A3
( 1 LESS DOOR
(DOORS LEFT
(NO DOORS!
(EXIT
(VERTIVAL DOOR?
(YES!
I OK FOR HOR. DOOR?
I NO!
I MAKE DOOR SOUND
STA
LDY
LDA
STA
RTS
LDA
AND
BNE
LDA
STA
LDA
STA
DEC
LDY
LDA
STA
DEY
STA
RTS
INC
RTS
AUDC2
*0 I DRAW DOOR
*30
(VBPNTL) ,Y
(AND EXIT
IVERT DOOR OK?
YPD38C
»1
ENDD
**C0
AUDF2
• •A3
AUDC2
VBPNTL
»1
• 31
(VBPNTL) ,Y
(VBPNTL) , Y
(AND EXIT
NDOOR (NO DOOR DISPLAYED,
(RESET * RETURN
(NO!
I MAKE DOOR SOUND
(BACK 1 CHAR
IDRAW DOOR
(SOUND
I
aOUNDl
SUBROUTINES
LDA •168
STA AUDC2
LDA •100
STA TF3
LDX ••FF
LDY •20
an LDA TF3
STA AUDF2
DEX
BNE SLl
DEY
BNE SLl
INC TF3
INC TF3
LDY ^20
LDA TF3
CMP »»ae
BNE SLl
LDA *lZb
STA AUDC2
LDA ^30
STA AUDF2
LDX •233
LDY ^233
SL2 DEX
BNE SL2
DEY
BNE SL2
LDA »0
STA AUDF2
STA AUDC2
S0UND2 LDA •118
STA AUDCl
LDA ••40
STA TF4
LDX »»FF
LDY •20
SL3 LDA TF4
STA AUDFl
DEX
BNE SL3
DEY
BNE SL3
DEC TF4
DEC TF4
LDY •20
LDA TF4
BNE SLS
LDA mo
STA AUDFl
STA AUDCl
RTS
I
I CHARACTER SET DATA
I
CHDAT
I INIT SOUND
UNIT FREO
(LOW DELAY COUNT
(HI DELAY COUNT
ISET FREO
(STORE IT
(DELAY 1
(LOOP IF NOT READY
I DELAY 2
ILOQP AOAIN
I INC FREQUENCY
(RESET HI DELAY
(BET FREO
(LAST FREQ?
(NO!
(END OF SOUND
(LO DELAY COUNT
(HI DELAY COUNT
I DELAY LOOP
(SOUND OFF
I BYE!
( INITIAL SOUND
(INITIAL FREQ
(LO DELAY COUNT
(BET FREQ
(STORE IT
(DELAY 1
■DELAY 2
I NEXT FREQ
(RE3ET DELAY
(LAST FREQ?
(NO!
(TURN OFF SOUND
(AND EXIT
DISKS!!! DISKS!!!
DISKS!!!
• LIFETIME GUARANTEED •
5V4" DISKS
with sleeves/labels/tabs
1-3 boxes of 10 $15.95 ea.
4-9 boxes of 10 $14.95 ea.
10 plus boxes of 10 . .$13.95 ea.
Enclose(d is $
for
boxes.
FLORIDA RESIDENTS ADD 5%
NO SHIPPING CHARGES
EnclosecJ:
Check n
Money or(der □
Or charge to:
Amen Exp. D VISA D
MasterCard D
Card no.
Exp. date
COMPUTER IMAGE
10061 Sunset Dr
Miami, FL 33175
(305) 271-1255
CIRCLE #140 ON READER SERVICE CARD
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
. BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
. BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
. BYTE
.BYTE
. BYTE
.BYTE
.BYTE
. BYTE
.BYTE
. BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
. BYTE
.BYTE
.BYTE
.BYTE
.BYTE
. BYTE
.BYTE
.BYTE
.BYTE
.BYTE
. BYTE
. BYTE
. BYTE
.BYTE
. BYTE
0,0, 0,0, 0,0, 0,0, 83, as
as, 170,83,83.83,83, 149, 149, 149, 170
83,83,83,83,83,83,83, 170, 149, 149
149,149, 149, 149,1*9, 149, 14 9, 149, 149, 149
21, il, 21, 21, 21, 21, 21,21; 149! 149
149,170, 149; 149,149,149,86,84,86, 170
86,86,84,86,83,83,83,170,84,84
86, 86,86,86,36, 170,83,83,83, 83
84,84,84,34,84,84,84,84, 86,84
86, 86,84,86,86,86,83,83,83,83
83,83,83,83, 149, 149, 149, 149,83,83
83 , 83 , 86 , 36 , 86 , 86 , 83 , 83 , 83 , 83
33,83,83, 149, 149, I 49, 149, 149,83,33
S3, 86, 86, 86, &6,8i, 0,0, 0,1 28
18,126, 12,0,0,126,96, 124,4, 102
1,0,0,40,94, 124, 102, 102,40,0
B, 1 24, 6, 12, 24, 48, 48, 0,0, i0
102,60, 102,102,60,0,0,60, 102,62
4,li,3i,a,S4, 10,42, 14*, 1A2, li0
42 10,134,140,40, 10, 42: 10, *0, 140
192,192, 192, 192, 192, 192, 192, 192.0,0
0,243,0,0,0,0,0:40, 102, 110
11 0,94, 42, 0,0, 2*, 40, 102, 102, 124
102,0,0,154, 102, 124; 102: 102, 124,0
0.40,104,94,94,102,40,0 0,160
108, 102, 102, 106,120,0,0: 126,96,124
96, *4, 124, 0,0, 126, 94, 124, 96, 94
94,0,0,42,94,94,110, 102,42,0
0,102, 102:124, 102, 162, 162, A, 0. 124
24 24,24, i4, 124, 0,0, 4, 4, 4
6,l02,40,0,lll,10i, I0&, I20, 120, 108
102,0,0,94,94,94:94,94, 124,0
0,99 1 19 157, 107,99,99,0,0, 102
118, 124, 126,110, 102,0,0,40; 102. 102
102,102,40,4,0, 124, 104, I02 124 94
94,0,0,40,105, I02, 102, l0B, 44,0
0,12A, 1 02, 102,124, 108,102,0,0,40
94,40,6,6,60,0,0,126,24.24
24,24,24,4,0, 102: 102, 102, 102, 102
124,0,0, l0t, 102, 102, 102,40,24,0
0,99,*9, 107,127,119 99,6,0 I0i
102,40,40,102, lA2,B0,l0i, 102,40
24,24,54,0,0,124,12,24.43,94
124,0,0,i0;24,24,24,24 30
0,44,*4,48,24,12,4,0,0: 126
24,24,24,24,li0,4,ft,S,i8,34
99,0,0,0,0,0,0,4,4,4
234,4,4
(SCREEN
I
3CDAT
ISSUE 22
ANALOG COMPUTING
PAGE 71
.BYTE
.BYTE
. BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
. BYTE
.BYTE
.BYTE
.BYTE
. BYTE
. BYTE
.BYTE
.BYTE
.BYTE
. BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
. BYTE
.BYTE
.BYTE
B,B,B,5,3, 1,1,1,3,1
1,1,3,1,1,1,3,1,1,1
3,1,1,1,3,1,1,1,3,1
1,1,3,1,1,8, ib.B, e.e
1^,4, l7 lt,0 17,8 17, a
17. B, 17, a, 17, a, 17, a, 17,0
17 B 17 B 17 11, ift, 6,8,0
l5'.I,i,6,l7'l,4,&,l7,l
6.B, 17,1,6,0, 17, 1,6,0
1^, i.6lB!l7, 11, 10,0,0,0
0,6,4,4,4,0, 17 0.17,0
1^.0. 17,0, 17,0, 17,0, 17,0
170,170,17:0, 17,0, 17,0
17, B, 17,0, 17, 11, 10, 0,0,0
0,4, &, 3*4 0, l7 1.6,0
l*,l,i,4,l7' l,i,4,l7.1
4,4, l7 16.4, 17, 1,6,4
l^.Ii*!"!'*. Ill'" «'!'.''
B. 4, 4, 5, 4, 0,0, 4, 0,0
0,0 B.B.»,0,0,B,B.B
0;b' 1^.4. l7,0, 1^,4, 17
i^.4.i>,4,i->,ii, 10,0,4,0
B,4,4,S:4 0, 17, 1.6,0
it,l,A,4,l7'i,A,4,l7.i
6^4, l7 1,6,4, l7, 1,6,4
it, 1,6 Bl>, ll, Ib 0,0
B,4,4,S,4,B, 17,0. l7,0
1>,4, l7 17,0 17,0, 17,0
17.0, 17,0, 17,0, 17,0. 17,0
17.0,17,B,17,ll,10,4,B,0
.BYTE 0,0,0,3,4,0, 17
.BYTE 17, 1,6,4, l7, 1,
.BYTE 6.4, 17, 1,4,4, 1
.BYTE 17, 1,6.B,17, ll
.BYTE 0,4,4,4,4,0, 17
.BYTE 17,4,17,0,17,0
.BYTE 17, 0, 17,0, 17,0
.BYTE 17,0,17,0,17,1
.BYTE 0,4,4,3,2,1,1,
.BYTE 1,1,2,1,1,1,2,
.BYTE 2,1,1,1,2,1,1,
.BYTE 1, 1,2, 1,1,9, l4
.BYTE 0,0,87,4,4,4,0
.BYTE 18,18,26,0,0,0
.BYTE 0,4,0;0,4,4,4,
.BYTE 0,B,0;0;0;0;
.BYTE 0,0,0,0,0,0,0,
.BYTE 0,0, 0,0,0,0,0,
.BYTE 0,0,0:0,0,0,0,
.BYTE 0,0,0
I
I RUN ADDRESS
I
»- (BZEB
.HORD INIT
.END
i!4
:?^
ill
1.2
1. 1
-<'
. 18
6
>.4
,e.0
,17,0
4i:
0.0.
0.0.
(Reader Comment
continued from page 6)
yours, I never would have bought
an Atari. Furthermore, present
Atari owners might be discouraged
to the point of seUing their ma-
chines. This serves only to weaken
not only your reader base, but the
Atari community in general.
In closing, I am disappointed in
what I considered to be the best
Atari-specific magazine now avail-
able. I hope you will re-think your
position and institute an editorial
policy that better serves the inter-
ests of your readership.
Yours truly,
C.A. Castravelli
Montreal, Quebec, Canada
We are an Atari-exclusive maga-
zine because we consider the equip-
ment the finest available in its price
range. However, rather than promo-
tion, we feel that our job is to in-
form our readers on both positive
and negative aspects of Atari and its
associated products.
-Ed.
Keypad nightmares.
Hear! Hear! ANALOG readers,
the nightmare is over. We have
just found a solution to allow you
to use the SYSTEM RESET but-
ton while using the Atari numeri-
cal keypad.
The format: ■ ■-
POKE 580,0:A=USR(1536)
Add this line to your BASIC pro-
gram or use it in immediate mode.
Also, as a note of reference, the
keypad handler is stored in page six
of memory.
JTM Software
I am writing to you for some help
or advice. Your magazine, to which
I subscribe, seems most likely to be
able to answer my cri de coeur.
The problem is as follows: I own
an Atari 800 with interface and an
Epson MX80FT III and would very
much like to access the bit-image
capability. This, according to the
Epson manual, involves passing hex
numbers to the printer — something
I have been unable to do. Do you
know where I can get a subroutine
that will solve the difficulty and al-
low me to dump the screen to the
printer?
Yours sincerely,
Andrew W. Kerr
Lincoln, U.K.
You can expect a review of screen
dumping programs in an upcoming is-
sue of ANALOG, but, for now, try
the subroutine that follows. It is de-
signed to print a GRAPHICS 8 or
24 screen to an Epson printer and is
put into operation with this simple
GOSUB statement. Feel free to re-
number the subroutine, as there are
no line number references within it.
-TH
leOO REM GRAPHICS 8 DUMPER
1920 5C=PEEKC88J+PEEKC89>«
256:LS=159:REM L5=191 FOR
GRAPHICS 24
1040 LH=INTCL5/256J :LL=L5-
LH«256
lOSO OPEN ttl,8,0,"P:":PRIN
T ttl;"%l":F0R XC=0 TO 39
1070 PRINT ttl;"%K";CHR$CLL
);CHRSCLH);
1090 FOR YC=L5 TO STEP -
l:PRINT ttl;CHRSlPEEKI5C+YC
«40+XC));
1100 NEKT YC:? ttl:NEXT XC:
CLOSE ttl: RETURN
WE'RE PLAYING
YOUR SONG
With Music Player your programs can play all ol those songs
you've created with Atari's Music Composer^" cartridge.
Music Player is the easy-to-use solution for adding enter-
taining music to any program.
Music Player operates independently of your program, and
you can use it with BASIC. Assembly, and most other
languages. It requires only 16K of memory and a dish drive.
Music Player comes complete with a demonstration program
in BASIC and several songs. If you have been waiting lor
an easy way to add songs to your programs, your wait is
over. Music Player is here.
Send S29.95 plus $1.00 for postage to:
NEW HORIZONS Software
P.O. Box 180253
Austin, Texas 787180253
ie write to us for a description oi all of our products for Atari Computers
New Horizons
Expanding Your Life
Dealer inquiries invited. Alan and Atari Music Composer are
trademarks of Atari, Inc.
CIRCLE #141 ON READER SERVICE CARD
PAGE 72
ANALOG COMPUTING
ISSUE 22
Sound
FX
16K Cassette or Disk
by John Carmody
Creating sound effects with the Atari computers
is fun! Creating just the right effect can, however, be
frustrating. Most of the sound manipulation utilities
are powerful but complicated. What most of us need
is a program that is powerful but simple, one that is
most useful for BASIC programming, or just explor-
ing the amazing sound potential of our omnipotent
computers.
Sound FX is that program. The screen displays:
VOICE/PLAY
ATTACK
SUSTAIN
DECAY
FREQUENCY
DISTORTION
VOLUME
for all four voices. A joystick, plugged into port 1,
moves the cursor. Pressing the button on most lines
increases the appropriate value. Pressing the button
on the VOICE/PLAY line plays the sound. Pressing
START at any time plays all four voices with the time
values of the current voice. When any value reaches
its maximum, it is reset to zero. When playing a sin-
gle voice, the BASIC SOUND command appropri-
ate to the SUSTAIN portion of the note is displayed
at the bottom of the screen. D
Line Function
Skip to initialization
6000 Begin single voice play
6006
Skip if ATTACKED
6009
Skip if SUSTAIN =
6019
Skip if DECAY=0
6030
Turn off voice
6050
Return to joystick entry
7000
If OPTION then end
7001
Begin multiple voice play
7002
Skip if Al IACK=0
7009
Skip if SUSTAIN =
7019
Skip if DECAY=0
7030
Return to joystick entry
8000
Initialize
8015
Read initial sound values
8020
Read screen display
8050
Set up screen and colors
8100
Read X,Y positions for display
8900
Print bottom of screen
9000
Print sound matrix on screen
9010
Print initial sound values
9020
Position cursor for start
10000
Main entry loop
10001
Check for console key pressed
10007
If no entry, loop
10008
Get rid of cursor at current location
10010
Convert stick to X,Y
10060
Decide where to move cursor
10150
Put cursor at new location
10200
Loop back
15000
Button pressed if on VOICE/PLAY
then play
15010
Increment/reset value
ISSUE 22
ANALOG COMPUTING
PAGE 73
15020 Jump back to cursor printing routine
19000 Date for hi-lo of values
20000 Date for initial values
e GOTO 8008
18 REH
20 REM
38 REH
48 REM
58 REM
SOUND DEMO
by
John CarModi^
6808 5ETC0L0R 2, CU0ICE=8J»14* fU0ICE=13
»3+ CU0ICE=23#18+ CV0ICE=3 J *8 , CVOICE^OJ »
14:P0SITI0H 2,22:? "During SUSTftlH:";
6081 P05ITIOII 2,23:? "BftSIC C0l«1ANDi4%
* 50UHD ";VOICE; :for 1=3 TO 5:? ",";SN
DCU0ICE,I3; :MEKT I:? ■' ";
6086 POSITIOW XYfU0ICE,8J+12,KYCV0ICE,
13+Yfl:? "%<";:IF 5NDCU0ICE,0)=e THEM 6
889
6087 FOR 1=8 TO DO STEP DD/5HD {VOICE,©
)
6808 SOUND UOICE,SHD tV0ICE,3J ,SHD CUOIC
E,4J,5MDtyOICE,5J»CI/DDJ :KEKT I
6009 IF SMDCU0ICE,1J=0 THEH 6019
6818 FOR 1=0 TO 10 STEP 10/S«DCV0ICE,1
)
6015 SOUND VOICE, SNDCUOICE, 31, SNDCVOIC
E,4J,SND<V01CE,5J :NEKT I
6819 IF SHDtV0ICE,2}=0 THEN 6030
6020 FOR 1=0 TO 10 STEP 10/5NDtV0ICE,2
)
6025 SOUND VOICE, SND fVOICE, 3> ,5ND(V0IC
E,4J,SND(V0ICE,5J»CC18-I3/10J :NEXT I
6038 IF STRIGC83 08 THEN SOUND VOICE, 8
8 8
6858 GOTO 10000
7000 IF PEEKt532793=3 THEN ? "* ";:POS
ITION 2,22:P0KE 752,8:? "EB+";:POKE 16
,192:P0KE 53774, 192:END
7081 POSITION 2,23:? "
II ■
7882 SETCOLOR 2,7,14:IF SND {VOICE, 03 =0
THEN 7009
7083 FOR 1=8 TO DD STEP 3#00/SND (VOICE
,03 :FOR VO=fl TO 3
7885 SOUND VO.SND (V0,33 ,SND (V0,43 ,SND (
VO,53»(I/DD3 :NEKT V0:NEKT I
7009 IF SND (VOICE, 13 =8 THEN 7019
7018 FOR 1=8 TO DD STEP 3*DD/SND (VOICE
,13 :FOR V0=0 TO 3
7015 SOUND V0,SND(V0,33,SND(V0,43,SND(
VO,53 :NEXT VO:HEKT I
7019 IF SND (VOICE, 23=0 THEN 7829
7828 FOR 1=0 TO DD STEP 3*DD/SND (VOICE
,23 IFOR VO=G TO 3
7825 SOUND V0,SND(V0,33 ,SND {V0,43 ,SND (
UO,53#((DD-I3/DD3 :NEXT VO:NEHT I
7029 POKE 53279, 8:IF PEEK (532793 =7 THE
N FOR 1=0 TO 3:S0UND I,0,8,e:HEHT I
7030 GOTO 10000
8088 DIM ftS{9e3,XY{3,13,ICSS$(2553,LSF
T5 (383 : LSFT5 (13 ="*" : LSFTS (383 -"*r" \ LSFT
$(23=LSFT$:DD=180
8815 RESTORE 28888: DIM SND (3, 53: FOR 1=
8 TO 3:F0R J=8 TO 5:READ X:SND(I, J3=X :
NEXT J: NEXT I
8929 RESTORE 8838: FOR 1=0 TO 6: READ A5
: rCSSS (LEN (l«SSS3 +13 =ftS : MESSS (LEN (MESS
S3+13=LSFTS(1,LEN(AS3-13 :HEXT I
8830 DATA VOICE/PLAY :4, ATTACK :4,SU
STAIN :+, DECAY : 4, FREQUENCY :*,D
ISTORTION: 4, VOLUME :4
8858 GRAPHICS 8:SETC0L0R 1,12,8 : SETCOL
OR 2,12,8:SETC0L0R 4,3,2:P0KE 752,1:P0
KE 82,1
8855 POKE 16,64: POKE 53774.64
8188 RESTORE 8118: FOR 1=8 TO 3: READ X,
Y:XY{I,83=X:XY(I,13=V:NEXT I
8118 DATA 1,8,23,8,1,8,23,8
8988 POSITION 2,15:? "Ms^t MtVMiWSI t
o position cupsortt.":? "Press button
to change value."
8981 ? "To hear soun d, press b utton wh
en":? "cu rsor is on L'A«=aiW^« line.":
? "Press oEQB for conbined sounds,"
8982 ? "us ing ti we values of current v
oice.":? " mJ*iii:i ends the progran."
9888 FOR 1=8 TO 3:P0SITI0N XY(I,83,XV{
1,13:? HESS5: POSITION XY(I,83 +11,XY (I,
13 :? I;
9818 FOR J=8 TO 5:P0SITI0N XY(I, 83+11,
XY(I,13+J+l:? SND(I,J3; :NEXT J:NEXT I:
? "i<";
9828 V0ICE=3:YA=6
18888 TRAP 18888 :K=STICK (83 :Y=STRIGCe3
:IF YOl THEN 15880
18881 POKE 53279, 8:IF PEEK (532793 <>7 T
HEN 7888
18803 SETCOLOR 2,12,8
18087 IF X=15 THEN 10088
18888 POSITION KY (VOICE, 83 +11, XY (VOICE
,13+YA:? " **++"; :IF YA>8 tUEN ? SN
D (VOICE, YA-13;
10009 IF YA=0 THEN ? VOICE;
18818 POKE 77,0:YP0INT=8:XP0INT=e:IF X
=14 THEN YP0INT=-1
18828 IF X=13 THEN YP0INT=+1
18038 IF X=ll THEN XP0INT=-1
10848 IF X=7 THEN KP0INT=+1
18858 YA=YA+YPOINT:XA=XPOINT
10868 IF V0ICE=8 AND YA>6 THEN YA=8:V0
ICE=2
18878 IF V0ICE=1 AND YA>6 THEN YA=0:VQ
ICE=3
18888 IF V0ICE=3 AND YA<0 THEN YA=6:V0
ICE=1
18898 IF V0ICE=2 AND YA<8 THEN YA=6:V0
ICE=0
18188 IF V0ICE=e AND XA>8 THEN V0ICE=1
18118 IF V0ICE=1 AND XA<0 THEN V0ICE=8
18128 IF V0ICE=3 AND XA<8 THEN V0ICE=2
18138 IF V0ICE=2 AND HA>8 THEN V0ICE=3
10140 YA=YA»((YA>=03 AND (YA<=633
10150 POSITION KY(VOICE, 83+11, XY(VOICE
,13+YA:? " +*++"; :IF YA>8 THEN ? SN
D(VOICE, YA-13 ;"%<";
18158 IF YA=8 THEN ? VOICE; "t<";
18288 GOTO 18888
15888 IF YA=8 THEN GOTO 6888
15818 SND (VOICE, VA-13=SND (VOICE, YA-13 +
1: RESTORE (YA-13 +19888
15812 READ XA,I:IF SND (VOICE, YA-13 >XA
THEN SND(V0ICE,YA-13=I
15815 IF SND (VOICE, YA-13 <I THEN SND (VO
ICE,YA-13=XA
15817 IF YA-1=4 THEN SND (VOICE, YA-13=2
*INT (SND (VOICE, YA-13 /2+8. 53
15028 GOTO 10140
19800 DATA 50,0
19001 DATA 50,0
19002 DATA 50,0
19003 DATA 255,8
19884 DATA 14,8
19885 DATA 15,8
28800 DATA 0,1,5,188,18,6
28881 DATA 5,25,15,28,8,18
28002 DATA 15,8,15,55,2,8
20003 DATA 0,5,30,16,4,6
CHECKSUM DATA.
(see page 43)
8 DATA 427,672,684,75,331,705,314,567,
988 , 198 , 861 , 854 , 13 , 96 , 834 , 7451
6828 DATA 17,259.256,914,200,158,49,28
3,216,859,280,873,864,283,198,5781
7829 DATA 45,914,666,232,114,459,287,4
77,486,3,228,652,23,521,226,5253
9828 DATA 289,131,761,782.951,149,593,
451,896,893,733,382,816,822,828,9477
18898 DATA 826,863,862,874,879,995,581
,944,179,758,655,524,633,187,283,9883
19808 DATA 869,872.875,159.885.890,962
,823,1,747,7083
PAGE 74
ANALOG COMPUTING
ISSUE 22
Boot
Gamp
by Tom Hudson
Welcome to Boot Camp, the beginner's assembly
language column. With this issue, we will have com-
pleted our introduction to the world of 6502 assem-
bly operation codes. Starting next issue, we'll find out
exactly how to apply these instructions in BASIC sub-
routines, games, utilities and other programs.
Fun with subroutines.
Last issue's homework was for you to write a sub-
routine that would add the X and Y registers, plac-
ing the result in the accumulator. If the result of the
add was greater than 255, you were to put the value
$FF in the X register. If not, you were to set the X
register to zero. Figure 1 shows one possible solution.
Let's step through it and see how it works.
10
;5UBR0UriHE "ttOOHy
"
12
14
';ai>os
K REGISTER ro Y REGISTER
16
^PLACING RESULT IN
ACCUMULATOR
IS
; IF RESULT
> 255,
H REG - liFF
28
;IF HE5ULT
<- 255,
H REG - 580
22
24
«r
^aeoo
26
OODHY
CLO
; BINARY MATH
28
STH
TEMP
JSAME K REG,
SO
TYfl
;PUT Y IN ACC.
i2
CLC
; CLEAR FOR ADD
54
ADC
TEMP
;AD0 K REGISTER
36
8CS
GIR255
ttSOO
; BRANCH IF > 255
S8
LDM
;ZEHO K REGISTER
40
RT5
SAND RETURN!
42
GTR255
LDM
«Sff
;SEI K REGISTER
44
RTS
;AND RETURN!
46
TEMP
*-»+!
48
.END
Figure L
Lines 10 - 22 are the subroutine documenta-
tion lines. They tell what the subroutine does
and how to use it. This can help refresh your
memory if you need to change a program several
years after you write it.
Line 26 is the entry point for the subroutine.
I have labeled this one ADDXY, for "Add X and
Y registers." It's a good idea to use descriptive
labels in your programs. I could have called the
subroutine DOG, but this wouldn't help me
remember what the subroutine does. This line
clears the decimal mode, so that we're sure the
subroutine is operating in binary math mode.
Line 28 stores the X register at the location
TEMP, a temporary hold area.
Line 30 transfers the Y register to the accu-
mulator with the TYA instruction. This is done
because the 6502 add instruction (ADC) only
works with the accumulator.
Line 32 clears the carry flag for the add oper-
ation.
Line 34 adds the accumulator (which now con-
tains the Y-register value) to the location TEMP
(which contains the X-register value). After this
instruction executes, we have completed the first
part of the homework, adding the X and Y reg-
isters with the result in the accumulator.
Line 36 branches to the label GTR255
(Greater than 255) if the carry flag is set (BCS).
If the carry is not set, execution continues at
Line 38. Remember that the carry flag is set if
ISSUE 22
ANALOG COMPUTING
PAGE 75
the result of an add operation is greater than
255. Review the issue 17 Boot Camp if you're
not sure of the carry flag's function.
Line 38 places a zero in the X register if the
add result was not greater than 255. The X reg-
ister in this case is used as an indicator to tell
the code which called the subroutine that the
addition result fits in the accumulator. If the
carry flag had been set, the result was greater
than 255 and would not have fit in the 8-bit
accumulator.
Line 40 is an RTS instruction. This will return
control to the code which called the subroutine.
Line 42, labeled GTR255, is the code that will
be executed if the add result is too large for the
accumulator. It loads the X register with the value
$FF. Once again, after the subroutine has been
executed, the calling routine can test the X
register. If the X register contains $FF, the call-
ing routine can take the appropriate action.
Line 44 is another RTS instruction, and will
return control to the calling code.
Line 46 defines a one-byte temporary storage
location, labeled TEMR
How would we use this subroutine? Figure 2 shows
an example of the code necessary to call the sub-
routine ADDXY.
LDX ADDl
LDY fil>D2
J5R ADDXY
CPX tt$8e
BNE BADADD
5TA RESULT
JMP OK
BADAOD JMP NOTOK
GET ADD ttl
GET ADD tt2
ADD X & Y
ADD OK?
NO!
ADD OK!
JUMP EL5EMHERE
HANDLE ERROR
Figure 2.
As you can see, this code first loads the X and Y
registers with the desired add values, then JSRs to
the subroutine.
The first instruction after the JSR tests the X regis-
ter to see if it's zero. If not, the add was too large for
the accumulator, and we branch to the label BAD-
ADD. If the add was okay, we store the accumulator
in the location labeled RESULT and jump to another
part of the program, labeled OK.
Of course, the use of the X register as an overflow
flag was not really necessary in this problem. We
could have simply tested the carry flag after the JSR
and taken the appropriate action then. Still, I thought
this would be a good time to introduce you to the
technique of using subroutine result indicators.
So there you have it. Just one of the many ways in
which the homework assignment can be solved. I'm
sure most of you came up with other ways to accom-
plish the objective, and — as long as they work — it
doesn't matter which approach you take. Just remem-
ber to thoroughly test each subroutine you write, to
be sure they'll return the proper results.
Getting pushy.
Up till now, all our stack usage has been handled
by the 6502 itself, in the JSR and RTS instructions.
Now we're going to find out how to use the stack for
our own purposes.
The first two stack instructions we're going to in-
vestigate are the PHA (Push accumulator onto stack)
and PLA (Pull accumulator from stack). The format
of the PHA instruction is:
PHA (NO ADDRESSING)
The PHA instruction is used to place the accumu-
lator on the "top" of the stack. It doesn't affect any
status flags. Let's see what happens when a PHA in-
struction executes.
6502 Stack ^■
501FF
SP
L— g
Figure 3.
Figure shows how the stack looks when it's empty.
The stack pointer (SP) contains %00. As you recall
from the last two Boot Camp installments, the 6502
stack resides in the memory from $0100-01FF.
Let's assume the following two instructions are exe-
cuted:
LDA 0546
PHA
The first instruction loads the accumulator with the
value $40. The second instruction "pushes" this value
onto the stack. The 6502 decrements the stack pointer
(to $FF), then stores the accumulator's contents at the
indicated memory location. Figure 4 shows how the
stack looks after the PHA instruction.
6502 Stack
$OiFF
40
5P
FF
Figure 4.
If we like, we can push another value onto the stack.
Let's push the value $6D onto the stack this time.
Heres the code:
LDA nS6D
PHA
This time, the stack pointer will be decremented
(to $FE), and the value $6D stored at the indicated
location. Figure 5 shows how the stack looks now.
(continued on next page)
PAGE 76
ANALOG COMPUTING
ISSUE 22
6502 Stack
$01FF
40
6D
Figure 5.
See how simple the PHA instruction is? No regis-
ters except the stack pointer are affected, and the
numbers are sitting on the stack, ready for you to use
them. How do we get them back? With the PLA in-
struction, of course!
Not like pulling teeth.
Once you have numbers stored on the stack, they're
incredibly easy to retrieve. We simply use the PLA
instruction. Its format is:
PLA (NO ADDRESSING)
The PLA instruction takes the first number on the
stack, places it in the accumulator, sets the SIGN and
ZERO flags accordingly, and increments the stack
pointer so that the next value is ready to be pulled
from the stack. Let's see how this works with the
numbers we placed on the stack earlier.
Figure 5 shows the stack as it appears now. We want
to pull a value off the stack, so we write the follow-
ing code:
PLA
The 6502 loads the accumulator from the indicated
byte of the stack ($6D) and increments the stack
pointer. At this point, the accumulator contains $6D,
and the stack looks like Figure 6.
6502 Stack
581FF
40
6D
^P
FF
Figure 6.
Simple, right? We've just retrieved the last number
placed on the stack. Let's do it again. We use the
code:
PLA
When complete, the accumulator contains $40, and
the stack looks like Figure 7.
RAM for ATARI*
Fully Assembled • Lifetime Warranty
48K/52K Memory Board
For ATARI* 400
52K Addressable Memory
Easy to Install
$89.95
32K Memory Board
For ATARI* 400 or 800
$54.95
16K Memory Board
For ATARI* 800
$39.95
BUILD YOUR OWN MEMORY
48K/52K Board (No Comp.)
32K Board (No Comp.)
16K Board (No Comp.)
48K/52K Complete Kit
32K Complete Kit
16K Complete Kit
$30.00
$20X)0
$ 9.00
$75.00
$45.00
$30J)0
Add $2 Shipping & Handling
Visa & MasterCard Accepted
*ATARI is a trademark of Atari, Inc
Dealer Inquiries Welcome
Tiny Tek, Inc.
Route 1, Box 795
Quinlan, TX 75474
214-447-3025
CIRCLE #126 ON READER SERVICE CARD
Meet
the tie^N
Family
Now For
ALL
Atari Computers
STORE UP TO 96 K
Twelve 8K Or Six 16K Blocks
Software Switched
APROMXL and SIX PACK use
2764or27128eproms.Eittier
can be transparent or active
under program control
DATARASE
Erases two Eproms
DEALER INQUIRIES WELCOME
Plus $2.50 Shipping & Handling
Arizona Residents Add 6% Tax
Send money order or check to:
APROMXL
A general
purpose eprom
programmer.
Stored programs run at ROM speed.
Programs at 8K bytes/minute.
APROMXL with disk software, instruction book
and Textool Zif socket 99.50
SIX PACK Specify I or II 34.95
SIX PACK With 1 socket ZIF .... 41.95
AMBl-XL Expander cartridge
Restores right slot on XL's 24.95
DATARASE 34.95
Eproms not included 2764 12.00
Makers of AprOITI:
4401 S. Juniper • Tempe. AZ 85282 • (602) 838-1277
A New Data Storage System
CIRCLE #127 ON READER SERVICE CARD
ISSUE 22
ANALOG COMPUTING
PAGE 77
650Z Stack i-
SeiFF
40
6D
ool
Figure 7.
Now you see how easy stack usage is. All you need
to do is push and pull the desired values, and the com-
puter takes care of all necessary overhead. However,
there are a few things you need to remember when
using the stack.
Stack logic.
The first thing you must remember about the stack
is that it is a LIFO (Last-In, First-Out) structure. That
is, the last number you place onto the stack will be
the first number that you pull off. This sometimes
takes getting used to, but you'll get the hang of it if
you diagram your stack logic on paper first.
Second, the stack can only hold up to 256 numbers,
and some space on the stack is used by the system.
A good rule of thumb is to use the stack only when
you need to, like in BASIC USR calls or when you're
running out of memory (a PHA only takes one byte;
an STA can take up to three bytes).
Using the stack.
What can you use the stack for? Most people use
it to store numbers temporarily or as a small table that
automatically maintains pointers.
Here's an example of using the stack to save the ac-
cumulator's contents when a subroutine is executed.
Remember that when a subroutine is executed, if it
uses any registers, the values that were in those reg-
isters are lost.
Figure 8 shows how to save the accumulator so that
you can be sure it is unchanged after a subroutine
executes.
18
PHA
JSR SUBRTN
PLft
;5AgC ACCUMULATOR
; PERFORM SUBROUTINE
; RESTORE ACCUMULATOR
Figure 8.
Line 10 pushes the accumulator's contents on-
to the stack. Now, no matter what the subroutine
does with the accumulator, we can always restore
the accumulator to its original value.
Line 20 calls the subroutine SUBRTN with
the JSR instruction. We assume that the sub-
routine manipulates the accumulator, changing
it to some unknown value.
Line 30 pulls the old accumulator value off
the stack, making sure that we have the accum-
ulator restored to the desired value.
Unfortunately, the designers of the 6502 did not
allow for the PUSHing of the X and Y registers, so
we have to write a little extra code.
To push the X register, we use the code:
TKA
PHA
;MOME K TO ACCUM.
JAMD PUSH XT'
This transfers the X register to the accumulator, then
pushes the value onto the stack.
Similarly, the Y value register can be pushed with
the sequence:
TVA
PHA
JMOVE V TO ACCUM.
;ahi> push IT"
To pull the X or Y registers from the stack, use one
of the following code sequences:
PL A
TAX
PL A
rAV
;PULL rHE VALUE,
;AND PUT IN K!
JPULL THE VALUE,
;AHD PUT IN Vf
These routines are simple enough, but you should
remember that the accumulator will be lost in all of
these operations unless you save it somewhere first.
Saving your status.
Sometimes you'll want to save the processor status
register before a subroutine or comparison operation
so that you can test certain flags later. This can be
done by using the PHP (Push processor status register
onto stack) and PLP (Pull processor status register from
stack) instructions. Their formats are:
PHP (NO ADDRESSING)
PLP (NO ADDRESSING)
The PHP and PLP instructions work just like the
PHA and PLA instructions, except that they push
and pull the status flags instead of the accumulator.
The PHP instruction does not affect any flags, but
the PLP instruction changes all the flags, since it is
actually loading the flags from the stack.
We'll explore the use of the PHP in more detail
later, when the need arises.
Which way to the stack?
Someday, you may need to know where the stack
pointer is currently pointing, or you may need to
change the stack pointer to point to a particular loca-
tion. This is usually a rare occurrence, but I needed
to do this in my debug utility, HBUG, in issue 18.
The 6502 has two instructions that will allow us
to examine and change the stack pointer. These are
TSX (Transfer stack pointer to X) and TXS (Transfer
X to stack pointer). The formats of these instructions
are:
TSX (NO ADDRESSING)
TXS (NO ADDRESSING)
The TSX instruction simply loads the X register with
PAGE 78
ANALOG COMPUTING
ISSUE 22
whatever happens to be in the stack pointer at the
time. The sign and zero flags reflect the result of the
load.
Figure 9 shows an example of the use of the TSX
instruction.
Id
«= $06ee
12
LDft ttSFO
;PUr « IH ACCUM
14
T5H
jfiET STACK PTR
16
STH STftCKl
JSAUE STACK ttl
1«
PHA
;PUSH ACCUM.
?fl
T5K
;iGET SrACK PTR
??
SIX STACK2
JSAUE STACK «2
74
PLA
;PULL ACCUM.
?ft
T5M
JGET STACK PTR
?«
SrK STACKS
pSAUE STACK «3
,^a
BRK
;ALL DOME!
112
STOCKl
«-»+l
34
STACK2
*=«+!
?56
5TrtCK3
»=»+!
38
.END
Figure 9.
Let's walk through this code and see what happens.
Line 12 loads the accumulator with $F0.
Line 14 transfers the current contents of the
stack pointer to the X register.
Line 16 stores the X register (which now con-
tains the stack pointer value) in the location
STACKl. This records the original stack loca-
tion, so we can observe it later.
Line 18 pushes the accumulator onto the
stack. As we now know, the stack pointer will
be decremented by 1 after this operation.
Line 20 transfers the stack pointer to the X
register again.
Line 22 stores the X register (containing the
stack pointer value) in the location STACK2.
This will record the stack's position after the
PHA instruction.
Line 24 pulls the accumulator from the stack.
Line 26 transfers the stack pointer to the X
register a final time.
Line 28 stores the stack pointer contained in
the X register at the location STACK3.
Line 30 stops the program's execution.
Type this program into your computer and assem-
ble it. Note the locations of STACKl, STACK2 and
STACK3 during the assembly. When the program is
assembled, execute it.
After execution, examine the memory locations at
STACKl, STACK2 and STACK3. STACKl contains
the stack's location at the beginning of the program.
STACK2 contains the stack's location after the PHA
instruction. Since the PHA decrements the stack
pointer, STACK2 should be one less than STACKl .
STACK3 contains the stack pointer's contents after
the PLA instruction. A PLA instruction increments
the stack pointer, so STACK3 will be one more than
STACK2.
The TXS instruction does the opposite of TSX.
That is, you can move the contents of the X register
to the stack pointer. To do this, you simply load the
X register with the desired value and execute a TXS
instruction, like so:
LDK tt540
TKS
JSTACK AT 50148,
; POINT THERE!
I Strongly suggest that you leave this instruction alone
for the time being. Incorrect setting of the stack
pointer can cause a system lockup, so hold on until
we get a chance to use it safely in a Boot Camp
program.
All for now.
Well, we've covered all the major 6502 instructions,
and we're ready to learn some system -specific material.
Starting next issue, we'll go full speed ahead into the
world of the Atari's innards. D
Send all letters to:
Boot Camp
c/o ANALOG Computing
P.O. Box 23
Worcester, MA 01603
RENT J|l BUY
ATARI
EXCiTEMENT
PERCOM DATA &
INDUS DISK DRIVES
$349
400/800/810
Heavy Duty Dust
Covers - $3.49
NEW& CHALLENGING
Bridge 4.0 $27.00
Agent USA $21.00
Computer Mechanic . . . $21.00
Home Accountant .... $55.00
Gwendolyn $23.00
Personal Accountant . . . $27.00
Poker Tourney $21.00
Strip Poker $25.00
Strip Poker No. 2 Men . . $21.00
Strip Poker No. 1 Female $21.00
Blackjack - Ken Ulsten . $45.00
Financial Cook Book . . . $42.00
DISK
up to
& stac
where.
. . ,$2«
MEMO
LOS
These
1. Scot
Hint
2. Sho
Adve
• inc
GA
• inc
Tra
Pri
mo
3. SEC
A g
of U
SPECIALS
BANKS— each box stores
10 diskettes. Files interlock
k. Fit file drawers any—
Buy 5 get one free.
;.95- . .$5.19 each. .
REX 5'/." DISKS SS/DD
. . .3 for $7.49. . .
TINA DUNGEON? ? ? ?
books may help you return
t Adams Official
Book $7.95
tcuts Through
ntureland $9.95
ludes almost all INFOCOM
MES. (Book No. 1)
udes: Dark Crystal,
nsylvania, Wizard &
ncess, Ulysses and many
re. (Book No. 2)
RETS OF SOSARIA
uide through the realm
tima 111 $9.95
Call toll-free outside Texas: 1-800-433-2938
- Inside Texas call: 817-292-7396
^^ WEDGWOOD RENTAL =»Sj
^Sm vS 5316 Woodway Drive Jj
Fort Worth, Texas 76133 ^
CIRCLE #128 ON READER SERVICE CARD
ISSUE 22
ANALOG COMPUTING
PAGE 79
by Tom Hudson and ANALOG readers
Okay, Solid States fans, hang onto your hats! This
issue, we've got program modifications and 3-D ob-
jects galore from yours truly and ANALOG readers
around the world. Let's get started, shall we?
Far out!
Our first object was sent in by Vinette DePhillipe,
of Hampton, Virginia. It's called an "adjustable stop"
and reminds me of my days back in good ol' Glen-
dale High School. My general drafting teacher, Ernie
Belden (and heaven help you if you ever called him
Ernie), was always coming up with weird objects for
us to draw, and we never could figure out what they
were used for. Here is the data for the adjustable stop:
PQINTS:S£
POINT
l:
-13
-12
-9
POINT
2:
-13
-12
-3
POINT
3:
-13
-14
-S
POINT
4:
-13
-14
4
POINT
n:
-13
-12
4
POINT
6:
-13
-12
8
POINT
7:
13
-12
a
POINT
H:
13
-12
4
POINT
9:
13
-14
4
POINT
1»:
13
-14
-3
POINT
11:
13
-12
-3
POINT
1?:
13
-12
-9
POINT
i:^:
-i:
-3
-9
POINT
14:
1
-3
-9
POINT
m:
-1
-7
-9
POINT
lA:
a
-7
-9
POINT
17:
4
-3
-9
POINT
IB:
13
-3
-9
POINT
19:
-I
8.2S
4
POINT
20:
a
8.23
4
POINT
21:
6
10
2
POINT
7V:
1
10
2
POINT
23:
-i:
10
2
POINT
24:
-i:
3
a
POINT
7!l:
13
3
a
POINT
7A:
13
10
2
POINT
77:
-IS
-4
-9
POINT
28:
-4.
86
-4.23
-9
POINT
29:
-3.
88
-4.88
-9
POINT
3»:
-3.
23
-3.86
-9
POINT
31:
-3
-7
-9
POINT
32:
-3.
23
-8. 14
-9
POINT
33:
-3.
aa
-9. 12
-9
POINT
34:
-4.
86
-9.77
-9
POINT 33: -6
-10
-9
POINT 36: -7.14
-9
77
-9
POINT 37: -8. 12
-9
12
-9
POINT 38: -8.77
-8
14
-9
POINT 39: -9
-7
-9
POINT 40: -8.77
-3
86
-9
POINT 41: -8. 12
-4
88
-9
POINT 42: -7. 14
-4
23
-9
POINT 43: -6
-4
8
POINT 44: -4.86
-4
23
a
POINT 43: -3.88
-4
88
8
POINT 46: -3.23
-3
86
a
POINT 47: -3
-7
8
POINT 48: -3.23
-8.
14
8
POINT 49: -3.88
-9
12
8
POINT 30: -4.86
-9.
77
8
POINT 31: -6
-10
8
POINT 32: -7.14
-9.
77
a
POINT S3: -a. 12
-9
12
a
POINT 34: -8.77
-8.
14
8
POINT 33: -9
-7
a
POINT 36: -8.77
-3.
86
a
POINT 37: -B, 12
-4.
88
a
POINT 38: -7. 14
-4.
23
a
LINE9:aB
LINE
44
: 30
TO 31
LINE
43
: 31
TO 32
LLIN6 1
: 1 TO 2
LINE
46
: 32
TO 33
LINE
2:
2 TO 3
LINE
47
: 33
TO 34
LINE
3:
3 TO 4
LINE
48
: 34
TO 33
LINE
4:
4 TO 3
LINE
49
: 33
TO 36
LINE
3:
3 TO 6
LINE
30
: 36
TO 37
LINE
6:
6 TO 7
LINE
31
: 37
TO 38
LINE
7:
7 TO 8
LINE
32
■ 38
TO 39
LINE
8:
8 TO 9
LINE
33
: 39
TO 40
LINE
9:
9 TO 10
LINE
34
40
TO 41
LINE
10
10 TO 11
LINE
S3
41
TO 42
LINE
11
11 TO 12
LINE
36
42
TO 27
LINE
12
12 TO I
LINE
57
27
TO 43
LINE
13
2 TO 11
LINE
sa
43
TO 44
LINE
14
3 TO 10
LINE
39
44
TO 43
LINE
13
4 TO 9
LINE
60
43
TO 46
LINE
16
3 TO a
LINE
61
46
TO 47
LINE
17
6 TO 7
LINE
62
47
TO 48
LINE
18
1 TO 13
LINE
63
48
TO 49
LINE
19
13 TO 14
LINE
64
49
TO 50
LINE
20
14 TO 13
LINE
63
30
TO 31
LINE
21
13 TO 16
LINE
66
SI
TO 32
LINE
22
16 TO 17
LINE
67
32
TO 53
LINE
23
17 TO 18
LINE
68
33
TO 34
LINE
24
18 TO 12
LINE
69
33
TO 54
LINE
23
13 TO 19
LINE
70
53
TO 56
LINE
26
19 TO 20
LINE
71
56
TO 37
LINE
27
20 TO 21
LINE
72.
57
TO 38
LINE
28
21 TO 17
LINE
73
38
TO 43
LINE
29
20 TO 16
LINE
74:
28
TO 44
LINE
30
14 TO 22
LINE
73
29
TO 43
LINE
31
19 TO 22
LINE
76
30
TO 46
LINE
32
13 TO 23
LINE
77
31
TO 47
LINE
33
23 TO 24
LINE
78
32
TO 48
LINE
34
24 TO 23
LINE
79
33
TO 49
LINE
33
23 TO 26
LINE
80.
34
TO 30
LINE
36
26 TO 18
LINE
at:
33
TO 51
LINE
37
26 TO 21
LINE
82:
36
TO 52
LINE
38
23 TO 22
LINE
83:
37
TO 33
LINE
39
24 TO 6
LINE
84:
38
TO 54
LINE
40
23 TO 7
LINE
as:
39
TO 55
LINE
41
27 TO 28
LINE
86:
40
TO 56
LINE
42
2a TO 29
LINE
87:
41
TO 57
LINE
43
29 TO 30
LINE
88:
42
TO 58
PAGE 80
ANALOG COMPUTING
ISSUE 22
ADJUSTABLE 5T0P VIEW DATA:
OBSERVER LOC.
60,-60,40
LOOKED AT ZOOM
0,0,0 1
FRONT VIEH
OBSERVER LOC. LOOKED AT ZOOM
0,12000,0 0,0,0 132
This got me thinking about orthographic projection
(the drawing of an object from three views without
perspective) and how Solid States can simulate the
process.
Solid States draws objects with true perspective.
The closer you get to an object, the more exaggerat-
ed the perspective becomes. Theoretically, if you could
look at an object from an infinite distance through
a large telescope, you would see the object without
the perspective distortion.
We can produce orthographic views with Solid
States by placing our viewpoint very far from the ob-
ject and using a large ZOOM factor. The orthographic
views of the adjustable stop are shown below, along
with the coordinate and ZOOM information.
y
7 -^
V
7 ^
\j
(y-
TOP UIEM
OBSERVER LOC. \^^^__^\
0,0,12000 0,0,0
ZOOM
132
SIDE VIEH
OBSERVER LOC. LOOKED AT ZOOM
12009,0,0 0,0,0 132
Conversely, if we place our viewpoint very close to
the object and use a very small ZOOM factor, we will
see the object severely distorted by perspective. Try
the following view with the adjustable stop, and you'll
see what 1 mean.
ADJ STOP EXAGGERATED PERSPECTIVE
OBSERVER LOC,
15,0,0
LOOKED AT
0,0,0
ZOOM
.04
Those readers interested in mechanical drawing ap-
plications of Solid States should find this informa-
tion very useful. Mr. Belden would be proud.
ISSUE 22
ANALOG COMPUTING
PAGE 81
TIE one on.
Robert Ashcraft of Amarillo, Texas, sent in the data
for a TIE fighter, the famous Imperial craft from the
Star Wars movies.
Here's the data for the TIE fighter:
P0INT9:B4
POINT l: S
-2
A
POINT 2: 3
2
6
POINT 3: S
4
«
POINT 4: 3
2
-6
POINT 3: 3
-2
-6
POINT a: 3
-4
POINT 7: -3
-2
6
POINT 8: -3
2
6
POINT ?: -3
4
POINT 10: -3
2
-6
POINT 11: -3
-2
-A
POINT 12: -3
-4
•
POINT 13: -I
-2
1
POINT 14: I
-2
I
POINT is: 1
-2
-1
POINT 14: -1
-2
-1
POINT 17: -1
1
2
POINT 18: 1
1
2
POINT 19: 1
-1
2
POINT 20: -1
-1
2
POINT 21: -1
2
-I
POINT 22: 1
2
-1
POINT 23: 1
2
1
POINT 24: -1
2
1
POINT 2S: -1
-1
-2
POINT 24: 1
-1
-2
POINT 27: 1
1
-2
POINT 28: -1
1
-2
POINT 29: -2
1
1
POINT 30: -2
-1
1
POINT 31: -2
-1
-1
POINT 32: -2
1
-I
POINT 33: 2
1
-1
POINT 34: 2
-1
-1
POINT 33: 2
-1
1
POINT 36: 2
1
1
POINT 37: 2
1
POINT 38: 2
1
POINT 39: 2
-1
POINT 40: 2
-1
POINT 41: 3
1
POINT 42: 3
1
POINT 43: 3
-I
POINT 44: 3
-1
POINT 43: -2
t
POINT 46: -2
t
•
POINT 47: -Z
-1
POINT 48: -2
-1
POINT 49: -3
1
POINT 30: -3
1
POINT 31: -3
-1
POINT 32: -3
-1
POINT 53: 3
0.67
POINT 34: 3
0.67
POINT S3: 3
-0.67
POINT 36: 3
-0.67
POINT 37: 4
0.67
POINT 38: 4
0,67
POINT 39: 4
-0.67
POINT 40: 4
-0.67
POINT 41: -3
0.67
POINT 42: -3
0.67
POINT 43: -3
-0.67
POINT 44: -3
-0.67
POINT 43: -4
0.67
POINT 46: -4
0.67
POINT 47: -4
-0.67
POINT 48: -4
-0.67
POINT 49: 4
0.33
POINT 70: 4
0.33
POINT 71: 4
-0.33
POINT 72: 4
-0.33
POINT 73: 3
0.33
POINT 74: 3
0.33
POINT 73: 3
-0.33
POINT 74: 3
-0.33
POINT 77: -4
0.33
POINT 78: -4
0.33
POINT 79: -4
-0.33
POINT B0: -4
-0.33
POINT 9l: -3
0.33
POINT 82: -3
0.33
POINT 83: -3
-0.33
POINT 84: -3
-0.33
LINES: 138
LINE l: 1 TO 2
LINE
37
33
TO
36
LINE 2: 2 TO 3
LINE
38
34
TO
23
LINE 3: 3 TO 4
LINE
39
23
TO
24
LINE 4: 4 TO 3
LINE
40
24
TO
29
LINE 3: 3 TO 6
LINE
41
29
TO
30
LINE 4: 4 TO 1
LINE
42
30
TO
13
LINE 7: 1 TO 4
LINE
43
16
TO
IS
LINE B: 2 TO 3
LINE
44
13
TO
34
LINE 9: 3 TO 6
LINE
43
34
TO
33
LINE 10: 7 TO 8
LINE
46
33
TO
22
LINE 11: 8 TO 9
LINE
47
22
TO
21
LINE 12: 9 TO
LINE
48
21
TO
32
LINE 13: 10 TO
11
LINE
49
32
TO
31
LINE 14: 11 TO
12
LINE
30
31
TO
16
LINE 13: 12 TO
7
LINE
31
17
TO
18
LINE 14: 7 TO 10
LINE
32
18
TO
36
LINE 17: 8 TO 11
LINE
33
36
TO
33
LINE 18: 9 TO 12
LINE
34
33
TO
27
LINE 19: 13 TO
20
LINE
33
27
TO
28
LINE 20: 20 TO
17
LINE
36
28
TO
32
LINE 21: 17 TO
24
LINE
57
32
TO
29
LINE 22: 24 TO
21
LINE
38
29
TO
17
LINE 23: 21 TO
28
LINE
39
20
TO
19
LINE 24: 28 TO
23
LINE
40
19
TO
33
LINE 23: 23 TO
16
LINE
61
33
TO
34
LINE 24: 16 TO
13
LINE
62
34
TO
26
LINE 27: 14 TO
19
LINE
63
26
TO
23
LINE 2B: 19 TO
18
LINE
44
23
TO
31
LINE 29: 18 TO
23
LINE
63
31
TO
30
LINE 30: 23 TO
22
LINE
46
30
TO
20
LINE 31: 22 TO
27
LINE
67
37
TO
38
LINE 32: 27 TO
26
LINE
68
38
TO
39
LINE 33: 26 TO
13
LINE
69
39
TO
40
LINE 34: 13 TO
14
LINE
70
40
TO
37
LINE 33: 13 TO
14
LINE
71
41
TO
42
LINE 34: 14 TO
33
LINE
72
42
TO
43
LINE
73:
43
TO
44
LINE
74:
44
10
41
LINE
73:
37
TO
41
LINE
74:
38
TO
42
LINE
77:
39
TO
43
LINE
7n:
40
TO
44
LINE
79:
43
TO
44
LINE
80:
46
TO
47
LINE
Rl:
47
TO
48
LINE
82:
4B
TO
45
LINE
83:
49
TO
30
LINE
84:
30
TO
51
LINE
Bs:
31
TO
32
LINE
B6:
32
TO
49
LINE
87:
45
TO
49
LINE
88:
46
TO
30
LINE
89:
47
10
31
LINE
90:
48
TO
32
LINE
91 :
53
TO
54
LINE
92:
54
TO
53
LINE
93:
35
TO
56
LINE
94:
34
TO
33
LINE
93:
57
TO
58
LINE
96:
SB
TO
59
LINE
97:
59
TO
60
LINE
98:
40
TO
57
LINE
99:
33
TO
57
LINE
100
: 34 TO 38
LINE
101
: SS TO 59
LINE
107
: 36 TO 60
LINE
103
: 61 TO 42
LINE
104
: 62 TO 63
LINE
103
: 43 TO 64
LINE
106
: 64 TO 61
LINE 107
LINE 108
LINE 109
LINE 110
LINE 111
LINE 112
LINE 113
LINE 114
LINE 113
LINE 116
LINE 117
LINE 118
LINE 119
LINE 120
LINE 121
LINE 122
LINE 123
LINE 124
LINE 123
LINE 126
LINE 127
LINE 128
LINE 129
LINE 130
LINE 131
LINE 132
LINE 133
LINE 134
LINE 133
LINE 136
LINE 137
LINE 138
63 TO 66
66 TO 67
67 TO 68
68 TO 63
41 TO 45
42 TO 66
63 TO 67
64 TO 68
69 TO 70
70 TO 71
71 TO 72
72 TO 69
73 TO 74
74 TO 73
73 TO 76
76 TO 73
69 TO 73
70 TO 74
71 TO 73
72 TO 76
77 TO 78
78 TO 79
79 TO 80
80 TO 77
81 TO 82
82 TO 83
83 TO 84
84 TO 81
77 TO 81
78 TO 82
79 TO 83
80 TO 84
TIE FIGHTER VIEN DATA:
0B5ERVER_L0C^
100,173,50
LOOKED AT
0,0,0
ZOOM
6
Interestingly, a few days after receiving the TIE fight-
er, I got a letter from Jason Leigh, of Kowloon, Hong
Kong. He sent in — you guessed it — a 3-D X-Wing
fighter, the spacecraft used by the rebel forces in the
Star Wars films!
Here's the X-Wing data:
P0INT8:94
POINT
i:
26
11
POINT
2:
22
11
POINT
3: 7
21
12
POINT
4: 7
27
12
POINT
3: 7
24
11
POINT
4: 7
22
11
POINT
7: 37
28
13
POINT
8: 37
32
13
POINT
9: 40
32
13
POINT
10: 40
43
12
POINT
li: 40
44
12
POINT
12: 22
44
1 1
POINT
13: 22
44
11
POINT
14: 40
44
12
POINT
15: 40
47
12
POINT
14: 46
47
12
POINT
17: 46
43
12
POINT
18: 30
32
13
POINT
19: 33
31
11
POINT
20: 33
32
12
POINT
21: 60
32
12
POINT
22: 60
28
12
POINT
23: 33
28
12
POINT
24: S3
29
1 1
POINT
23: 30
28
13
POINT
26: 30
20
13
POINT
27: 35
19
1 1
POINT
28: 55
20
12
POINT
29: 40
20
12
POINT
30: 40
16
12
POINT
31: S3
16
12
PAGE 82
ANALOG COMPUTING
ISSUE 22
POINT 32
33
17
11
POINT 33
SB
14
13
POINT 31
46
3
12
POINT 33
46
12
POINT 34
40
1
12
POINT 37
40
2
12
POINT 38
22
2
11
POINT 3?
22
4
11
POINT AB
4B
4
12
POINT ■»!
40
3
12
POINT 42
40
16
13
POINT 43
37
14
13
POINT 44
37
20
13
POINT 43
24
23
12
POINT 46
24
23
12
POINT 47
33
24
13
POINT 48
33
22
13
POINT 49
36
23
13
POINT SB
34
23
13
POINT 31
B
24
9
POINT 32
B
22
9
POINT 33
7
21
8
POINT 34
7
27
a
POINT 33
7
24
9
POINT 34
7
22
9
POINT 37
37
28
4
POINT 38
37
32
4
POINT 39
4B
43
a
POINT 4B
40
44
a
POINT 41
22
44
9
POINT 42
22
44
9
POINT 43
40
44
a
POINT 44
40
47
a
POINT 43
44
47
8
POINT 44
44
43
a
POINT 47
SB
32
4
POINT 48
33
31
9
POINT 49
33
32
a
POINT 7B
40
32
8
POINT 71
40
28
a
POINT 72
33
28
a
POINT 73
33
29
9
POINT 74
SB
28
6
POINT 73
SB
20
4
POINT 74
S3
19
9
POINT 77
33
20
8
POINT 78
40
20
a
POINT 79
40
14
8
POINT an
33
16
a
POINT 81
33
17
9
POINT 82
SB
14
4
POINT 83
44
3
a
POINT 84
44
1
a
POINT 83
40
1
8
POINT 84
40
2
a
POINT 87
22
2
9
POINT 88
22
4
9
POINT 89
40
4
a
POINT 9B
40
3
a
POINT 91
37
14
6
POINT 9Z
37
20
4
POINT 93
33
24
13
POINT 94
33
22
13
LINES: 14
LINE l:
TO 31
LINE 2: ;
: TO 32
LINE 3: ;
TO S3
LINE 4: '
TO S4
LINE 3: :
i TO 33
LINE 4: i
TO 34
LINE 7: "
TO 37
LINE a: E
TO 38
LINE 9: S
TO 10
LINE 10:
IB TO
39
LINE 11:
11 TO
40
LINE 12:
12 TO
41
LINE 13:
13 TO
62
LINE 14:
14 TO
43
LINE 13:
13 TO
44
LINE 14:
14 TO
43
LINE 17:
17 TO
64
LINE 18:
18 TO
47
LINE 19:
19 TO
68
LINE 20:
20 TO
69
LINE 21:
21 TO
70
LINE 22:
22 TO
71
LINE 23:
23 TO
72
LINE 24:
24 TO
73
LINE 23:
23 TO
74
LINE 24:
24 TO
73
LINE 27:
27 TO
74
LINE 28:
28 TO
77
LINE 29:
29 TO
78
LINE 30:
3B TO
79
LINE 31:
31 TO
80
LINE 32:
32 TO
81
LINE 33:
33 TO
82
LINE 34:
34 TO
83
LINE 33:
33 TO
84
LINE 34:
36 TO
83
LINE 37:
37 TO
86
LINE 38:
38 TO
87
LINE 39:
39 TO
88
LINE 4B:
40 TO
89
LINE 41:
41 TO
90
LINE 42:
42 TO
41
LINE 43:
43 TO
91
LINE 44:
44 TO
92
LINE 43:
10 TO
17
LINE 44:
17 TO
18
LINE 47:
33 TO
34
LINE 48:
34 TO
41
LINE 49:
12 TO
13
LINE SB:
13 TO
14
LINE 31:
14 TO
11
LINE 32:
11 TO
12
LINE S3:
6t TO
42
LINE S«:
62 TO
43
LINE 33:
63 TO
40
LINE 34:
40 TO
41
LINE 37:
10 TO
13
LINE 38:
13 TO
14
LINE 39:
14 TO
17
LINE 4B:
17 TO
10
LINE 41:
39 TO
44
LINE 42:
64 TO
43
LINE 43:
43 TO
64
LINE 44:
44 TO
39
LINE 43:
38 TO
39
LINE 44:
39 TO
40
LINE 47:
4B TO
37
LINE 48:
37 TO
38
LINE 69:
87 TO
88
LINE 7»:
88 TO
89
LINE 71:
89 TO
84
LINE 72:
B4 TO
87
LINE 73:
41 TO
34
LINE 147: 32 TO 31
LINE 148: 31 TO 30
LINE 149: 30 TO 29
LINE 130: 29 TO 28
LINE 131: 28 TO 27
LINE 132: 27 TO 24
LINE 133: 75 TO 82
LINE 134: 82 TO 81
LINE 133:
LINE 134:
LINE 137:
LINE 138:
LINE 139:
LINE 140:
LINE 141:
81 TO 80
80 TO 79
79 TO 78
78 TO 77
77 TO 76
76 TO 73
91 TO 82
LINE
74:
34
TO 33
LINE
73:
33
TO 34
LINE
76:
34
TO 41
LINE
77:
90
TO 83
LINE
78:
83
TO 84
LINE
79:
84
TO as
LINE
80:
83
TO 90
LINE
81:
44
TO 43
LINE
82:
44
TO 47
LINE
83:
47
TO 49
LINE
84:
49
TO 30
LINE
83:
30
TO 48
LINE
86:
48
TO 43
LINE
87:
43
TO 94
LINE
88:
94
TO 30
LINE
89:
44
TO 93
LINE
90:
93
TO 49
LINE
91:
47
TO 48
LINE
92:
47
TO 93
LINE
93:
48
TO 94
LINE
94:
1 TO 2
LINE
93:
2 TO 3
LINE
96:
3 TO 4
LINE
97:
4 TO 1
LINE
9a:
31
TO 32
LINE
99:
52
TO 33
LINE
100
: S3
TO 34
LINE
101
• 34
TO 51
LINE
102
■ 3
TO 6
LINE
103
4
TO 44
LINE
104
: 44
TO 26
LINE
103
• 24
TO 23
LINE
106
: 23
TO 7
LINE
107
■ 7
TO 3
LINE
loe
33
TO 36
LINE
109
• 34
TO 92
LINE
110
92
TO 73
LINE
1 1 1
73
TO 74
LINE
112
74
TO 37
LINE
113
37
TO 33
LINE
114
23
TO 18
LINE
113
18
TO a
LINE
116
a
TO 7
LINE
117
7
TO 23
LINE
iia
74
TO 67
LINE
119
47
TO 38
LINE
12B
3B
TO 37
LINE
121
37
TO 74
LINE
122
44
TO 43
LINE
123
43
TO 33
LINE
124
33
TO 26
LINE
123
24
TO 44
LINE
126
92
TO 91
LINE
127
82
TO 73
LINE
128
73
TO 92
LINE
129
18
TO 19
LINE
130
19
TO 20
LINE
131
20
TO 21
LINE
132
21
TO 22
LINE
133
22
TO 23
LINE
134
23
TO 24
LINE
133
24
TO 23
LINE
136
25
TO 18
LINE
137
47
TO 68
LINE
138
48
TO 69
LINE
139
49
TO 70
LINE
140
70
TO 71
LINE
141
71
TO 72
LINE
142
72
TO 73
LINE
143
73
TO 74
LINE
144
74
TO 67
LINE
143
24
TO 33
LINE
146
33
TO 32
K-MING UIEH DATA:
OBSERVER LOC.
LOOKED AT
30,25,5
ZOOM
.7
Now you can stage your own space battles using
Solid States and your Atari computer!
Atari self-portrait.
Our last object this time out is an Atari 800 com-
puter, generated by Robert Groves, of Columbus,
Ohio. This graphic has a great deal of detail, and I
cringe just thinking of all the time Robert must have
spent getting it right.
Here's the data for the Atari 800:
P0INTSSI12
POINT
l:
4
POINT
7:
4
POINT
.1:
-4
POINT
4;
-4
POINT
3:
-3
POINT
a:
-3
POINT
7:
-3.6
POINT
n:
-3. a
POINT
9:
3.8
POINT
10:
3.6
POINT
11 :
3
POINT
12:
3
POINT
13:
2.8
POINT
14:
2.8
POINT
is:
2.8
POINT
16:
-2.8
POINT
1 7:
-2.8
PQ NT
in:
-2.8
PO NT
19:
-2.8
PO NT
70:
-B.6
PO NT
21 :
0.4
POINT
27:
2.8
POINT
23:
0.4
POINT
74:
-0.6
POINT
23:
0.6
POINT
76:
-0.6
POINT
77:
0.6
POINT
28:
-0.6
POINT
79:
-3
POINT
30:
2
POINT
31 :
2.7
POINT
32:
3.2
POINT
33:
-3
POINT
.34:
2
POINT
33:
2.7
POINT
34:
3,2
POINT
37:
-3
POINT
38:
2
POINT
39:
2.7
POINT
40:
3.2
POINT
41:
-3
POINT
47:
2
POINT
43:
2.7
POINT
44:
3.2
POINT
45:
-2.8
POINT
44:
1.8
POINT
47:
2.7
POINT
48:
3.2
POINT
49:
3.2
POINT
SB:
2.7
3
-3
-3
3
3
e
-B.s
-2.8
-2.8
-0.3
3
3
I
1
3
-0.3
-0.3
-0.3
-0.3
-0.4
-0.4
-0.4
-0.4
-0.6
-0.6
-0.8
-0.8
-0.8
-1
-1
-1
-1
-1. 1
-1. 1
-1. 1
-1.1
-1.3
-1.3
-1.3
-1.3
-1.4
-1.4
-1.4
-1.4
-1.6
-1.4
1.3
1.3
1.3
1.3
0.9
0.3
B.3
0.9
1.5
1.5
1.3
1.3
1.3
1.5
1.3
1.3
0.9
0.9
0.9
0.9
1
1
0.8
0.8
0.8
B.a
0.9
0.9
0.9
0.9
0.9
0.9
0.9
0.9
0.8
B.a
B.s
0.8
0.8
0.8
ISSUE 22
ANALOG COMPUTING
PAGE 83
PQIN1
S
l: 1
8
— I
4
e.a
POINT
5
z: -2.8
— I
4
0.8
POINI
3
3: -2. a
-1
7
0,7
POINl
S
4: 1
8
— \
7
0.7
POINI
5
5: 2
7
-1
7
0.7
POINT
3
6: 3
2
— ^
7
0.7
POINI
3
7: 3
2
-1
9
0.7
POINT
3
a: 2
7
— 1
9
0.7
POINT
3
9: 1
8
-1
9
0.7
POINT
&
»: -2.8
— }
9
0.7
POINT
6
l: -2.4
-2
0.6
POINT
&
2: I
4
-2
0.6
POINT
b
3: 2
7
-2
0.3
POINT
6
4: 3
2
-2
0.3
POINT
b
5: 3
2
-2
2
0.S
POINT
6
b: 2
7
-2
2
0.3
POINT
h
7: 1
4
-2
2
0.6
POINT
i
3: -2.4
-2
2
0.6
POINT
&
9:
POINT
7
b: 4
-0
8
POINT
7
t: 4
-»
8
0.2
POINT
7
2: 4
2.7
0.2
POINT
7
J: 4
2.7
POINT
7
i: 3
9
2.7
-0.2
POINT
7
5: 3
9
-0
8
-0.2
POINT
7
b: 4
3
POINT
7
7: 3
9
3
-0.3
POINT
7
3: 3
9
3
-0.7
POINT
7
?: 3
6
-0
4
-0. 7
POINT
a
>: 3
2
-2
-0.7
POINT
a
l: 3
6
-2
3
-0.3
POINT
a
2: 3
9
-2
8
-0.3
POINT
a
5: 3
9
-0
4
-0.3
POINT
a
»: 2
3
-0
4
-0.7
POINT
a
5: 2
3
-a
4
-0.3
POINT
a
b: 2
3
3
-0.7
POINT
a
7: 1
7
-2
7
-0.7
POINT
a
3: -1.7
-2
7
-0.7
POINT
a
?: -3.2
-2
-0.7
POINT
?
»: -3.6
-2
S
-0.3
POINT
9
l: -2
-2
8
-0. 3
POINT
I
2: 2
-2
8
-0.3
POINT
»
S: 2
-2
7
-0. 1
POINT
9
»: -2
-2
7
-0. 1
POINT
9
5: -1.7
-2
IS
-0.7
POINT
9
b: 1
7
-2
13
-0. 7
POINT
9
7: I
7
-2
3
-0.3
POINT
9
3: -1.7
-2
S
-0.3
POINT
9
?: -3.9
-2
8
-0.3
POINT
I
90: -
-2
-2
7
-0.3
POINT
1
91:
-2
-2
7
-0. 1
POINT
1
92: 2
-2
7
-0. 1
POINT
1
93: 2
-2
7
-0.3
POINT
I
94: 2.3
3
-0.3
POINT
1
93: -
-3.9
3
-0.3
POINT
1
96: -
-4
3
POINT
1
97: -
-2.3
3
-0.3
POINT
I
98: -
-2.3
3
-0.7
POINT
1
99: -
-2.3
-a
4
-0.7
POINT
I
10: ■
-2.3
-0
4
-0.3
POINT
1
11:
-3.6
-0
4
-0.7
POINT
1
12:
-3.9
-0
4
-0.3
LINES
: 1
22
LINE
t:
1 TO 2
LINE
Z:
2 TO 3
LINE
3:
3 TO 4
LINE
4:
4 TO 1
LINE
3:
3 TO 6
LINE
6:
4 TO 7
LINE
7:
7 TO 8
LINE
8:
8 TO 9
LINE
9:
9 TO 10
LINE
1«
10
TO 11
LINE
11
11
TO 12
LINE
12
6 TO 4
LINE
13
4 TO 11
LINE
14
7 TO 10
LINE
13
13
TO 13
LINE
16
16
TO IB
LINE
17
14
TO 17
LINE
la
19
TO 20
LINE
19
21
TO 22
LINE
20
23
TO 23
LINE
21
23
TO 27
LINE
22
8«
TO 89
LINE
23
24
TO 24
LINE
24
26
TO 28
LINE
23
27
TO 28
LINE
2&
24
TO 23
LINE
27
29
TO 30
LINE
28
31
TO 32
LINE
29
31
TO 33
LINE
30
33
TO 36
LINE
31
36
TO 32
LINE
32
30
TO 34
LINE
33
33
TO 34
LINE
34
33
TO 29
LINE
33
37
TO 38
LINE
36
38
TO 42
LINE
37
42
TO 41
LINE
3a
41
TO 37
LINE
39
39
TO 40
LINE
40
40
TO 44
LINE
41
44
TO 43
LINE
42
43
TO 39
LINE
43
43
TO 46
LINE
44
47
TO 48
LINE
43
48
TO 49
LINE
46
49
TO sa
LINE
47
30
TO 47
LINE
48
46
TO 51
LINE
49
31
TO 52
LINE
30
52
TO 45
LINE
SI
33
TO 34
LINE
32
33
TO 36
LINE
33
36
TO 57
LINE
34
37
TO 38
LINE
53
38
TO 53
LINE
34
39
TO 34
LINE
37
39
TO 60
LINE
3a
60
TO S3
LINE
39
61
TO 42
LINE
60
63
TO 64
LINE
61
64
TO 63
LINE
62
63
TO 46
LINE
63
66
TO 63
LINE
64
42
TO 47
LINE
63
47
TO 48
LINE
66
68
TO 41
LINE
67
73
TO 74
LINE
68
71
TO 72
LINE
69
72
TO 74
LINE
70
74
TO 75
LINE
71
73
TO 71
LINE
72
77
TO 82
LINE
73
3 TO 8
LINE
74
84
TO 86
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
LINE
800 VIEH DATA:
OBSERUER LOC.
-12,-12,12
LOOKED AT
0,0,0
ZOOM
1
7S
76
77
78
79
80
81
82
83
84
85
84
87
88
89
90
91
92
93
94
95
94
97
98
99
100
101
102
103
104
105
104
107
108
109
1 10
111
112
113
114
1 13
116
117
iia
I 19
120
121
122
80 TO 81
79 TO 83
84 TO 85
as TO 83
84 TO 79
79 TO 80
85 TO 104
82 TO 92
96 TO 97
97 TO 81
97 TO 92
92 TO 87
92 TO 93
93 TO 94
94 TO 91
91 TO 88
88 TO 87
88 TO 95
95 TO 98
98 TO 91
91 TO 99
90 TO 89
90 TO 98
87 TO 94
3 TO 104
104 TO 10S
107 TO 108
2 TO 82
108 TO 109
109 TO 110
110 TO 1 12
112 TO 111
111 TO 109
111 TO 89
99 TO 105
77 TO 74
104 TO 84
84 TO 108
107 TO 108
77 TO 103
74 TO I
104 TO 4
107 TO lie
101 TO 102
103 TO 102
3 TO 99
9 TO 2
70 TO 2
800 TOP VIEN DATA!
OBSERUEBLOC^
0,0,1500
LOOKED AT
0,0,0
ZOOM
100
Well, that just about does it for 3-D images this
month. We received several others, some of which
were just too large to print. If you've got a 3-D ob-
ject you'd like to send, try to keep it under 250 points
and lines total.
No more boo-boos.
Vinette DePhillipe and Ted Talay, of Hampton, Vir-
ginia, submitted this short program modification
which traps errors in the initial data entry process.
This eliminates the annoyance of having to re-enter
a whole object's data when an entry error is made.
270 FOR 1=1 TO PS:? "POIHT ";I
272 TRAP 272: INPUT 01,02,03
274 KCIJ=Q1:VCI>=02:ZCIJ=03:HEXT I
PAGE 84
ANALOG COMPUTING
ISSUE 22
310 FOR 1=1 TO L5:? :? "LINE ";I
312 ? "FROM POINT";: TRAP 312: INPUT 01:
LNfl, 01=01
314 ? " TO POINT"; STRAP 314 : INPUT 01:
LN(I,1}=01
316 NEXT I
Here's a quick modification I wrote to give Solid
States users with the 1020 Plotter larger plots. It turns
the output sideways, giving 6.25 X 3.75 inch plots.
No special action is needed.
210 TRAP 190:CL0SE tt3:0PEN 113, 8, 8, "P":
? tt3;EG«:"«H»I«M8,-820»I":PC=0
860 IF 0S="Y" THEN ? lt3;"M8,0»D480,0»D
480 , 80e«D0 , 800«De , 0"
lOOe ? lt3;"M"; C191-Y1J»2.5;","; C319-X1
1*2.5;"«D"; C191-YNJ»2.5;","; C319-XHJ«2
> 5 : PC=PC"''l
ie20 IF POO then ? tt3;"H«M0,-820«I":P
c=o
Printer output!
I've received quite a few letters from readers want-
ing hard-copy output on their Epson, Gemini lOX
and C.Itoh printers. You asked for it, and you've got it!
Here's the code for Epson -compatible printers (such
as Gemini lOX):
1045 IF PEEKC53279)=3 THEN G05UB 3080:
GOTO 1840
3000 REN WHt EPSON GRAPHICS DUMP «H(
3810 SCREEN=PEEK (88) 4PEEK C89)«25e : TRAP
3048:CL05E ttl:OPEN ttl,8,e,"P :" :? HI;"
%A";CHR$f8)
3020 FOR I=SCREEN TO SCREEN+39:? ttl;"^
K"; CHRS C192} ; CHR$ C61 ;
3838 FOR J=I*7640 TO I STEP -40:PUT ttl
, PEEK f J} : NEXT J:? ttl: NEXT I: CLOSE ttl
3048 RETURN
And here's the code for C.Itoh printers:
1045 IF PEEKC53279)=3 THEN GOSUB 3088:
GOTO 1040
3000 REH *** C.ITOH GRAPHICS DUMP )Hf«
3010 SCREEN=PEEK C88) ^PEEK C89)«256 : TRAP
3048:CL0SE ttl:OPEN ttl,8,0,"P :" :? ttl;"
iT16"
3820 FOR I=SCREEN+39 TO SCREEN STEP -1
:? ttl;"^S0192";
3830 FOR J=I TO 1+7640 STEP 40:PUT ttl,
PEEK C J): NEXT J:? ttl: NEXT I: CLOSE ttl
3848 RETURN
After Solid States has completed the picture on the
screen, you'll hear a short tone. Pressing OPTION
will print the screen on your printer (the process takes
about 2.5 minutes). It's as easy as that! If you don't
want to print the screen, pressing START will return
you to the coordinate entry point, just like the origi-
nal version of the program.
If your printer isn't ready, the program will go back
and wait for the START or OPTION keys again. Sim-
ply ready your printer and press OPTION to print the
screen.
Remember, your printer must be equipped with
graphics ability in order for the screen-print function
to work.
Supply and demand.
As long as I receive your 3-D object data and sug-
gestions for modifications, we'll be running Solid
States updates like this indefinitely.
One thing I'd like to do is equip Solid States with
hidden-line removal, so the drawings won't be clut-
tered with lines that should be invisible. If you know
of a good hidden-line removal algorithm, please let
me know. I'm checking my resources, but, so far, I
haven't found anything specific on the process. If you
want to see your name in lights (well, at least, in the
pages of ANALOG), send me anything you can find!
I'm also working on converting Solid States to a
100% machine language program for much faster oper-
ation. I'm going to wait until I find a hidden-line al-
gorithm before I do this, though.
Keep those 3-D objects coming! Send them to:
Solid States
c/o ANALOG Computing
P.O. Box 23
Worcester, MA 01603
If you don't have the Solid States program,
ANALOG issue 16 is still available as a back issue.
See the ad elsewhere in this issue. D
Get SERIOUS
with your ATARI !
Start
using
DECISIONS . . . DECISIONS'"
A TOOL FOR MAKING LOGICAL CHOICES.
'EASILY SORT OUT CONFUSING INFORMATION.
'REMOVE UNCERTAINTY FROM DIFFICULT CHOICES.
'CLARIFY AND QUANTIFY YOUR IDEAS.
'SHOW OFF YOUR COMPUTER'S PRACTICAL SIDE!
DECISIONS. ..DECISIONS provides assistance on making a logical
choice among several alternatives. Intended for individuals, families, and
businesspeople, it helps users make "tough" decisions quickly and accurately,
with increased confidence in the resulting choice.
The program is flexible enough to analyze any multiple choice decision
Features such as fully prompted inputs, help screens, rapid re-analysis, and
thorough reference manual make it easy to use. The graphic output screens
are easily interpreted and a hard copy record is provided to users with an 80-
column printer.
Decisions. ..Decisions uses a method of logical analysis, based on scientific
principles, that makes it considerably more useful than other
"Decision-making" programs that merely provide a graph of weighted scores.
DECISIONS... DECISIONS for 48k atari
$37.50 including shipping, add $2.25 tax in Calif.
ORDER NOW-youll be glad you did. Send check to:
\\\\\ LATERAL
V\\\V SOFTWARE
Dept. 2
RO. Box 605
Stanton, CA
90680
CIRCLE #129 ON READER SERVICE CARD
ISSUE 22
ANALOG COMPUTING
PAGE 85
Mathman
16K Cassette or 24K Disk
by Francisco R. Moncada
Mathman is an educational game which is useful
in helping children learn their math in a variation
of Hangman. When a child enters the correct answer,
the computer congratulates him or her with a musi-
cal tune, and the screen turns different colors. If the
answer is incorrect, then the computer emits an an-
gry buzz and turns the screen red. This also causes
a part of the man to be drawn on the screen.
The object of the game is to answer as many prob-
lems as possible correctly before being hanged. If your
man is hung, the game is over Mathman has six differ-
ent levels to choose from. The bigger the number en-
tered, the higher the level. Mathman has problems
ranging from addition and subtraction to multiplica-
tion, with numbers from through 99.
Answers are entered by typing from right to left.
For example, to type the answer "23," first type in the
"3" and then the "2." There is no need to push the
return key; the computer enters the number once the
last number has been entered. Another thing to note
is that Mathman gives you only fifteen seconds to
enter your answer. This means that, if an answer is
not typed in within fifteen seconds, the computer will
read the blank as a wrong answer
One warning: Mathman has no delete feature. Once
a number is entered, it can't be erased. I hope that
you enjoy this program and find it useful. D
1 REM MKMMICKICKXMKKWKKKICKKICKKKIC
2 REM » MATHMAN «
3 REM * BY FRANCISCO MONCADA *
4 REM * ANALOG COMPUTING *
5 REM KKMKMKMKlCKMmCKICMKKKKlCKKK
11 H5=25:G0T0 5008
lee A=INT C11«RND (0) > : B=INT C11«RND CO) )
5IGN=1: RETURN
280 A=INT f 26«RND CO) J : B=INT (26*RND CO) )
SIGN=l: RETURN
250 A=INT (11«RND (8) J : B=INT C10«RND COJ J
SIGN=3: RETURN
300 A-INT C51«RND (8) ) : B=INT t51«RND CO) )
5IGN=2:IF B>A THEN 380
385 RETURN
480 A=INT C214tRND CO) ) : B=INT C21«RND CO) ) :
5IGH=2:IF B>A THEN 480
485 RETURN
450 AB=INTC3«RNDCe)+l) :0N AB G05UB 288
,250, 308: RETURN
688 SC0R=SC0R+1:P0KE 87,l:IF 5C0R>99 T
HEN SCOR=0: POSITION 18,8:? tt6;" "
610 POSITION 17,0:? tte;SCOR:IF SCOR>HS
THEN HS=SCOR: POSITION 7,0:? tt6;HS
620 POKE 87,2 :F0R 50=30 TO 58 STEP 3:K
3:PEEKC53275) :IF Kr5 THEN 5888
625 SOUND 0,0,14,8:F0R 1=0 TO 10:NEXT
I:S0UND 1,S0+5,18,7:P0KE 712,98:IF K=6
THEN 6000
630 POSITION 9, 4: POKE 711, PEEK C53778) :
? «6;" !3E|fia]:":NEXT SO
640 SOUND 0,0,0,0:SOUND 1, 0,0,0 :POSITI
ON 9,4:? 116;"
650 RETURN
888 POKE 87, 2: FOR 1=8
8,12,ie:K=PEEKC53279)
885 POSITION 9,4:? tt6;"
THEN 5000
810 NEKT I:POSITION 9,4:? tt6;
:SOUND e,8,8,e:RETURN
T8 48:S0UND 8,10
:IF K=6 THEN 6088
HR8NG!'<:IF K=5
PAGE 86
ANALOG COMPUTING
ISSUE 22
leeO GRAPHICS 17:P05=e4:P=PEEKfl6) :IF
P>127 THEN P=P-128:P0KE 16, P: POKE 5377
4,P
1816 BE=PEEK C560J +PEEK C561) »256+4 : F=l
1920 POKE BE-1,71:P0KE BE+2,7:P0KE BE*
3, 7: POKE BE+4,7
1830 FOR 1=5 TO 24: POKE BE+Z,6:NEKT I
1048 POKE BE*19,65:P0KE BE+20, PEEK 1560
}:POKE BE+21,PEEK(S61) :POKE S7,2:P0KE
710,ie:P0KE 711,38:P0KE 712,144
1845 POSITION 5,0:? tt6;"(!ElmKQ0ni":PO
SITION 9,1:? tt6;HS:SC=PEEKt88>+256»PEE
KC89) :GOSUB 1130
1850 POKE 8 7.1; POSITION 2,5:? ttOj
': POSITION 4,6:? t»6;"a
PICK LEVEL
elect.
:0=0
1855 POSITION 2,8:? Uer*
1": POSITION 4,3:7 116;
1100 0=0*1: FOR 1=0 TO 7: NEXT I: POKE 70
8,PEEKC53770J :POKE 709, PEEK C53770J :IF
0=158 THEN 5000
1115 IF PEEKC53279)=5 THEN GOSUB 20080
:G0T0 6800
1117 IF PEEKC53279J=6 THEN 6088
1128 GOTO 1100
1130 RESTORE 1150
1135 POS=POS*l:REflD M:IF M=-l THEN RET
URN
1140 POKE SC*POS,M:FOR 1=0 TO 40:NEXT
I: GOTO 1135
1150 DATA 39,97,45,101,0,47,118,37,114
,-1
2800 MRONG=HRONG*l:POKE 712,48:P0KE 71
0,248
2818 POKE 87,7:0N MRONG GOSUB 2058,286
8,2878,2088,2890,2188,2110,2128,2138
2828 RETURN
2850 COLOR 3:PL0T 9,6:DRAMT0 17,6:PL0T
18,6:DRAMT0 18,15
2053 PLOT 8,6:DRAHT0 8,15:DRAHT0 17,15
:PLOT 12,16:DRAHT0 12, 18: PLOT 14,16:DR
AUTO 14,18
2855 GOSUB 808: RETURN
2860 PLOT 7,18:DRAHT0 19,18:DRAHT0 19,
29
2065 DRAHTO 7,29:DRAHT0 7,18:G0SUB 888
■ RETURN
2878 PLOT 7,38:DRAHT0 7,40:DRAHT0 10,4
0:DRAHTO 10,34:DRAHT0 11,34
2875 PLOT 19,38:DRAUT0 19, 40: DRAHTO 16
,40: DRAHTO 16, 34: DRAHTO 15,34
2878 DRAHTO 11,34:G0SUB 8eO:RETURN
2080 PLOT 4,18:DRAHT0 4,26:DRAHT0 5,26
: DRAHTO 5,21
2885 PLOT 6,21:PL0T 4,18:DRAHT0 6,18:P
LOT 6,27
2087 GOSUB 800: RETURN
2098 PLOT 22,18:DRAHT0 22,26:DRAHT0 21
,26: DRAHTO 21,21
2895 PLOT 20,21:PL0T 19,18:DRAHT0 21,1
8;PL0T 20,27
2897 GOSUB 800: RETURN
2100 PLOT 5,41:DRAHT0 10,41:PL0T 5,42:
DRAHTO 10,42
2185 GOSUB 800: RETURN
2110 PLOT 16,41:DRAHT0 21,41:PL0T 16,4
2: DRAHTO 21,42
2115 GOSUB 880: RETURN
2128 COLOR 2:PL0T H,8:PL0T 15,8:PL0T
13,9
2125 PLOT 12,10:DRAHT0 14,10:PL0T 12,1
2: DRAHTO 14,12
2127 PLOT 11,13:PL0T 15,13:G0SUB 800:R
ETURN
2130 PLOT 8,4:DRAHTD 13,4:PL0T 7,5:DRA
WTO 18,5
2135 PLOT 7,6:DRAHT0 7,11:PL0T 19,6:DR
AHTO 19, 10: GOSUB 800: RETURN
5800 GRAPHICS 17: P=PEEK 116) :IF P>127 T
HEN P=P-128:P0KE 16,P:P0KE 53774, P
5818 BE=PEEK C560J +PEEK (561}»256 + 4 : SOUH
D 0,0,e,0:SOUND 1,0,0,0:F=1
5828 POKE BE-1,71:P0KE BE+3,7:P0KE BE*
5838 FOR 1=5 TO 24:P0KE BE+I,6
5040 NEXT I: POKE 710, 10: POKE 711,38
5050 POKE BE*19,65:P0KE BE*20,PEEK C560
):P0KE BE+21,PEEKC561J :P0KE 712,144
5070 POKE 87,2:P0SITI0N 6,0:? t*6;"NaTh
MaN"
5080 POSITION 2,2:? lt6;"c0pYrIgHt 1984
":POSITI0H 2,3:? lt6;"FrAnCiScO MOnCaDa
■ I
5890P0KE87,l: POSITION 2,6:? ttei"
^": POSITION 4,7:? tl6;'
PICK LEVEL
elect.
_ :T0 START GAI
PUSH Start.
5100 POSITION 2,9:? ttO;"!
a-: POSITION 4,10:? tt6i —
5110 0=0*l:FOR 1=0 TO 7:NEXT I:POKE 70
8,PEEKC53778> zPOKE 709, PEEK C53770) : IF
0=158 THEN 1000
5115 IF PEEKC53279>=5 THEN GOSUB 20088
:GOTO 6880
5117 IF PEEK (53279} =6 THEN 6008
5120 GOTO 5110
6000 GRAPHICS 23:P0KE 77, :P=PEEK C16) :
IF P>127 THEN P=P-128:P0KE 16, P: POKE 5
3774, P
6002 BE=PEEK C560) *PEEK C561}«256*4 : HRON
G=0:SCOR=0:POKE 708,12:S0UND e,0,e,e:S
OUND 1,0,0,0
6805 POKE BE-1,70:P0KE BE*2,6:F0R 1=3
TO 7:P0KE BE*I,7:NEXT I:POKE 710,198:P
OKE 709,44
6810 POKE 87,1:P0SITI0N 2,0:? tt6;"high
";HS;" score •';SCOR: POSITION 2,1:? tt
6;"L=";F
6812 POKE 87,2:P0SITI0N 5,5:? 116;"
■I
6815 POKE 19,0:POKE 2O,0:POKE 712,148:
IF WR0NG=9 THEN FOR 1=0 TO 208: NEXT I:
GOTO 1000
6020 ON F GOSUB 100,400,258,200,380,45
0:POSITI0N 7,3:? It6;" ":P0SITI0H 7,4:
? »6;" ": POSITION 7,6:? 116;"
6825 POSITION 8, 3: IF A>9 THEN POSITION
7,3
6027 ? tt6; A: POSITION 8,4:IF B>9 THEN P
OSITION 7,4
6028 ? tt6;B:0N SIGN GOTO 6030,6200,630
6030 PR=A+B: POSITION 5,4:? tt6;CHR$(ll)
:IF PR>9 THEN 6040
6035 FOR 1=1 TO 1:G0SUB 6580:NEXT I:PO
SITION 8,6:? tt6;ANS:G0SUB 6ie0:G0T0 60
18
6840 FOR 1=1 TO 2: GOSUB 6500: POSITION
9-I,6:IF 1=1 THEN AN=ANS:? ne;AN
6045 NEXT I:POSITIOH 7,6:? lt6;ANS:ANS=
(ANS»10}*AN: GOSUB 6100: GOTO 6010
6100 IF ANSOPR then GOSUB 2000: RETURN
6105 IF ANS=PR THEN GOSUB 600: RETURN
6200 POSITION 5,4:? tt6;CHR$(13) :PR=A-B
:IF PR>9 THEN 6210
6205 FOR 1=1 TO 1: GOSUB 6500: NEXT I:PO
SITION 8,6:? tt6;ANS:G0SUB 6100:G0T0 60
10
6210 FOR 1=1 TO 2: GOSUB 6500 : POSITION
9-1, 6: IF 1=1 THEN AN=ANS:? 116; AH
6215 NEXT I:P0SITI0H 7,6:? tt6;AHS:ANS=
(ANS«10)*AN: GOSUB 6180:6010 6010
6300 POSITION 5,4:? «6; "X" :PR=A»B : IF P
R>9 THEN 6310
6305 FOR 1=1 TO 1: GOSUB 6580: NEXT I:PO
SITION 8,6:? tt6;ANS:G0SUB 6100:G0T0 60
10
6310 FOR 1=1 TO 2: GOSUB 6500 : POSITION
9-1, 6: IF 1=1 THEN AN=AHS:? tl6;AN
6315 NEXT I:POSITI0H 7,6:? «6;AHS:ANS=
CANS«10]*AN: GOSUB 6100:6010 6010
6500 POKE 764,255
6505 K=PEEKC53279J:IF PEEKC764}=50 THE
N ANS=0:RETURN
6510 IF PEEKC764>=31 THEN ANS=1:RETURN
6515 IF PEEK<764J=30 THEN ANS=2: RETURN
6518 IF K=6 THEN POP :G0T0 6000
6520 IF PEEK (764) =26 THEN ANS=3: RETURN
6521 IF PEEK (19) =3 AND PEEK(20)>138 TH
EN POP :GOSUB 2000:G0T0 6010
6525 IF PEEK(764)=24 THEN ANS=4:RETURH
6530 IF PEEK (764) =29 THEN ANS=5: RETURN
6535 IF PEEK (764) =27 THEN ANS=6: RETURN
6540 IF PEEK(764)=51 THEN ANS=7:RETURN
6543 IF K=5 THEN POP :GOTO 5000
6545 IF PEEK (764) =53 THEN ANS=8: RETURN
6558 IF PEEK €764) =48 THEN AN5=9: RETURN
6555 GOTO 6505
19006 END
20008 POKE 77,0:F=F+l:IF F>6 THEN F=l
20018 SOUND 0,74*F,14,7:POSITI0N 4,14:
? tl6 ; " rtgPCTI "{F
28012 FOR 1=0 TO 7:NEKT I:POKE 788, PEE
KC53770}:P0KE 709, PEEK t53770J : IF PEEK!
53279) =5 THEN 20012
20013 SOUND 0,8,0,0
28815 IF PEEK (53279) =6 THEN RETURN
28825 IF PEEKC53279)=5 THEN 28800
20038 FOR 1=0 TO 7: NEXT I: POKE 708, PEE
K (53770) : POKE 709, PEEK (53770) : IF PEEK (
53279) =5 THEN 20008
28835 GOTO 20015
CHECKSUM DATA.
(see page 43)
1 DATA 3,97,991,851,11,416,760,787,780
,476,590,465,592,534,999,8352
610 DATA 589,654,331,373,616,686,442,9
13,274,879,506,243,62,699,967,8874
1850 DATA 663,674,401,848,893,702,179,
594,460,310,688,288,783,121,638,8234
2055 DATA 122,206,182,45,468,572,329,9
19,129,720,204,138,204,120,474,4824
2115 DATA 121,292,460,595,59,496,992,4
96,851,898,221,36,628,462,677,7276
5188 DATA 540,402,856,981,724,118,804,
481,31,173,543,381,668,443,618,7683
6838 DATA 830,993,12,109,293,189,790,9
96,15,112,383,999,18,115,28,5882
6505 DATA 662,990,999,145,8,928,14,22,
28,9,133,27,33,771,558,5327
20008 DATA 676,820,231,568,341,918,221
,212,3979
WANT
TO
SUBSCRIBE?
It's worth it.
CALL TOLL FREE
1-800-345-8112
In Pennsylvania
1.800-662-2444
mmm
P.O. BOX 3354, CHERRY HILL, N.J. 08034
Toll FREE (800) 992-3300
For Information Call (609) 596-1944
Call us for reliable service, experience and affordable prices!
Atari 600 XL 'Cail
Atari 800 XL 'Call
850 Interface M99
1010 Program Recorder '72
1020 40-column Color Printer'Call
1025 80-column Printer '325
1 027 Letter Quality Printer ... '274
1030 Direct Connect Modem '109
1050 Disk Drive 'Call
Touch Tablet '64
Light Pen '74
600 XL Memory Module '124
Special of the Month
Atari 1050 Disk Drive
Limited soqq
Quantities i^ */ *^
PRINTERS
Epson 'Call
Okidata 'Call
Star
Gemini 10X '268
Gemini 15X '368
Special of the Month
Atari 1030 Modem
Beat the
Price Increase
5109
SOFTWARE
GAMES
Donkey Kong Jr '36
Eastern Front '34
Football '34
Joust '36
Pole Position '36
Ms. Pac-Man '35
Tennis '34
Pengo '36
PROGRAMMING SERIES
Assembler Editor '45
Microsoft Basic II »61
Atari Logo '69
Pilot '59
Special of the Month
Atari Logo
^69
MODEMS
Hayes Smart 300 »209.95
Hayes Smart 1200 '484.00
Prometheus Smart 1200.. '299.95
Modem Cable to 850 '29.95
In-Home Key Board for 400 '65 j
Mosaic RAM Board 48K '89
Mosaic RAM Board 64K '99 |
DISK DRIVES
Astra 1620 '465
Indus GT 'Lowest Price
Percom with Printer Port 'Call
Trak AT-D2 '385
FLOPPY DISK
Elephant SS/SD (10) '16.95
Elephant SS/DD (10) '19.95
Verbatim SS/DD (10) '21.95
Fuji SS/DD (10) '19.95
Maxell SS/DD (MDI) '22.95
MONITORS
Amdek Color 1+ '269
BMC 13" Color '239
Sakat a Color '229
(C:;C3»vw=»«-»~risv=»
HOME MANAGEMENT
Family Finances '39
Homefiling Manager '39
Mailing List '23
Atari Speed Reading '59
Electronic Arts
$ CALL $
Archon 'Call
Mule For
Pinball Construction Lowest
7 Cities of Gold Prices
Financial Cook Book & Best
Music Construction Prices
INFOCOM
Zork 1. 2, or 3 '27
Enchanter '33
Soccerer '33
Infidel '33
Sea Stalker '33
Ordering & Payment Policy
Prices reflect a cash discount. For C.Q.D., Visa, and Mastercard add 3%. Fori
immediate delivery with certified check or wired funds. N.J. resident add 6%.
Prices subject to change.
Features heavy duty canvas with vinyl
interior, waterproof.
Atari 800 XL '6.99
810 Disk Drive '6.99
Epson Printers '7.99
Okidata 92 '7.99
Special of the Month
SUBLOGIC
Flight Simulator
^39. 95
Shipping
For shipping and handling add 3% ($3
minimum). Larger shipments require
additional charges.
Catalog
We sell a large selection of hardware
and software. Send $1 for catalog,
refundable with order.
YOUR
ATARI SOURCE!
No Penalty For Using Your Credit Cards!
COMPUTER
PAUVCE
WE KNOW
ATARI!
TRAK DISK DRIVES
These drives are some of our best sellers. They all offer true double-density operation,
and are dependable and quiet. The AT-04 is a double-sided drive that packs a whole lot
of storage into a compact package (includes parallel printer ports, print buffer). The AT-
D2 is identical to the AT-D4, but is only a single-sided drive. The CHAMP is a stripped
down version of the AT-D2 (without printer port, buffer, or LED readouts). The AT-S1
is a single-sided slave drive for use with any of the above drives.
AT-D4 $529
AT-D2 398
CHAMP 339
AT-S1 289
PLUS FRT.
ATARI 1050
• Matches XL Computers^
• Dual (IV2)
Density
INDUS GT DISK DRIVE
We recommend and sell more of these drives than any other It offers true double-density,
and is so quiet and dependable that you forget that you are using a disk drive, A Beautiful
Jet Black finish with flip-up smoked Plexiglass dust cover and LED readout make it a
visual delight. Add to this, the FREE SOFTWARE (Word Processing, Spread-Sheet and
Data-Base) and a Full One Year Warranty and you have a winner. Includes DOS-XL,
Only $398
PLUS FRT.
• Double Density
• Free Software
• 1-Year Warranty
PLUS FRT
BUY ANY DRIVE
AND RECEIVE UP
TO $70 IN SOFTWARE
ABSOLUTELY FREE!*
• Subject to supplies on hand. We resen/e the righ! to
substitute orogram(s) of equivalent value should
your choice be out of stock
OFFER VALID FROM 7-1-84 to 9-30-84,
CHOOSE ANY TWO (2)
OF THESE PROGRAMS
FREE WITH YOUR DRIVE
PURCHASE:
• Replon • Wayoul • Dr. Goodcode's
Cavern • Pathfinder • Match Racer
• Vocabulary Builder 1 • Vocabulary
Builder 2 • Pre-School IQ Builder 1
• Pre-School IQ Builder 2
PERCOM 88-S1PD
New Low Price!
$369 PLUS FRT
• Double Density
• Printer Port
PERCOM 40-S1
As above, but without
printer $339
port. PLUS FRT
KOALA WARE SOFTWARE
Instant Programmers Guide (48K D) 315 00
Koalagrams Spelling I (48K D) 35 I'O
Spider Eater (48K D) 26 90
Colonng Series I (48K D) 26 90
Colonng Series II (48K D) 26 90
LOGO Design Master (48K D) 35 10
POWER PAD SOFTWARE
Leo's Electnc Paintbrush (Cart) , . S26 90
Micro Illustrator (Cart) 44 90
Leonardo's LOGO (Cart) 44 90
Micro Maestro (Cart) 26,90
LoQic Master (Cart) 35 10
Beariam (Cart) 31 50
OTHER GRAPHICS SOFTWARE
Graphics Master (40KD) S31 50
Fun With Art (Cart) 35 10
Micropainter(48KD) 3150
PnnlWlz(48KD) 26 95
MoneMaker(48KD) 52 50
Graphics Magician (48KO) 35 10
Graphic Generator (32K D) 22,50
Video Easel (Cart) 31,50
Paint (48K D) 35,10
GRAPHICS BOOKS
Atari Sound & Graphics S10.95
Isl Book of Atari Graphics 12,95
Atari Player-Missile Graphics 14,95
Understanding Atari Graphics 2,95
The Creative Alan 15,95
ATR-8000 Expander
• 64K Z80 computer
• Runs any combination of 5' 4 ' and 8 drives
in single or double density
• Built-m serial and parallel po.ls
• Built-in printer buHer PLUS FRT
64K CP/M model $539.00
64K upgrade to 16K model , 199.00
MYDOS 29.95
USE WITH RCP DRIVES AT RIGHT,
ri
RAN A 1000
• Double Density $349
• 1-Year Warranty plus frt
W
0=
RCP
Add-On
Drives
Double Density
Double-Sided
Perfect for use with ttie ATR-8000
(left), or with any other system that
contains a drive controller.
RCP-100 RCP-2G0
SINGLEDRIVE DOUBLEDRIVE
$379 $595
PLUS FRT PLUS FRT
FREE CATALOG
WITH ANY PURCHASE OR SEND
$1.00 (REFUNDABLE WITH PURCHASE) ^
This is the most comprehensive
Atari-Only reference catalog
ever produced. It contains
over 3000 software and hardware
listings with illustrations and descriptions
// you don't have our catalog, you're missing out!
RC SYSTEMS 6GGXL
Memory Upgrades
48K S79.95
64K 99.95"^^,, -^
'^ — >-^ I cc^^r*,^
ATARI
TOUCH
TABLET
• IncI, program $79.10
on Cartridge, PLUS FRT
• Large dwg,
surface
(no dwg, prog,;
Chalk Board
POWER
PAD
$89.90
PLUS FRT,
( ^"i Koala Technologies
S^- KOALA
dwg PAD
prog )
16K Cart $99.90
48K Disk 89.90 plus frt.
E
COMPUTER
PALACE
OPEN M-F, 9-6 Sat, 10-4 (Pacific Time)
2160 W, 11tti Avenue Eugene, Oregon 97402
USE YOUR CREDIT CARD & CALL
Toll Free 1-800-452-8013
* ORDERS ONLY, PLEASE •
There's never a penalty lor using your credit card!
For Information, Call (503) 683-5361
SHIPPING INFO: Minimum S2 90 Ground, $4 75 Air Actual
Cost depends on weight Call (503) 683-5361 lor intormalion
WARRANTY INFO: Everything that we sell is wacrantied by
the manufacturer If any rtem purchased from us (ails to per-
form properly when you receive it, call us at (5031 683-5361
so that we can assist you No returned merchandise accepted
without authorization Defective software will be replaced
with another copy of the same program, otherwise, no soft-
ware is returnable
ISSUE 22
ANALOG COMPUTING
PAGE 89
GYRUSS
PARKER BROTHERS
P.O. Box 1012
Beverly, MA 01915
8K Cartridge appr. $40.00 retail
by Tom Hudson
Gyruss is one of those games I never got around
to playing at the arcade. Oh, I had seen it, all right,
but either someone else was playing it, or 1 had blown
all my quarters on the Tempest machines.
Interestingly, the thing that originally drew my at-
tention to Gyruss is the fact that it is somewhat
similar to Tempest in gameplay. In Tempest, your
"shooter" is perched on the rim of a tunnel-like struc-
ture, shooting down at the things climbing up toward
it. At the end of each round, your shooter flies down
the tunnel at high speed, onto the next level.
In Gyruss, you're controlling a spaceship which is
flying from Neptune to Earth. The ship can move
in a circular pattern on the screen and fires toward
the center of the screen. This aspect of the program
is primarily what reminds me of Tempest.
The opposition.
Flying from Neptune to Earth in Gyruss is no pic-
nic. The intervening space is crowded with several
types of enemy spacecraft. You must destroy as many
as possible in order to reach Earth safely.
The first type of spacecraft is the enemy plane.
These are high speed attack vehicles which fly in
several different formations. They may appear from
far out in front of you or they can launch a surprise
attack and come screaming past you from behind.
These ships can shoot missiles at you, but they don't
stop there. If they get half a chance, they'll fly them-
selves into you!
There are also "molecular satellites," so named be-
cause they look like giant molecules. These appear
in threes, fly in formation and shoot missiles at you.
If you can destroy the middle satellite, you fire dou-
ble bullets.
The third type of spacecraft is the electromagnetic
wave satellite. These come in pairs, shooting a dead-
ly wave of energy between them. As if these enemy
spacecraft weren't enough danger, there are also mete-
ors coming from out of the distance, which you must
avoid, too.
A breather.
Each time you destroy a wave of enemy spacecraft,
your vessel "warps" through space, getting closer and
closer to Earth. On your way there, you pass the outer
planets: Neptune, Uranus, Saturn, Jupiter and Mars.
Each time you reach a planet, you play a "chance
stage."
In these stages, you get a chance to destroy enemy
ships for bonus points — without them shooting back!
You can rack up over 10,000 points during the chance
stage, so shooting skill is a definite plus here.
You are awarded a bonus ship at 60,000 points, and
every 100,000 points after that. Apparently there is
no limit to the number of ships you can accumulate.
The final judgment.
If you like Atari's arcade hit. Tempest, I think you'll
enjoy Gyruss. I'm not afraid to admit that I like shoot-
'em-ups, and this one's a lot of fun and very chal-
lenging.
Gyruss.
Lately, Gyruss has become a lunchtime staple in
the ANALOG programming office. Kyle Peacock,
Charles Bachand and I have been competing for high
scores (Charlie even bought a rapid-fire joystick adap-
ter to give him a speed-shooting edge). So far, we've
all reached Mars, but nobody has made it to Earth.
The action really speeds up after Mars, and we've all
been wiped out by kamikaze aliens!
We've been playing Gyruss so much that I think
the rest of the ANALOG staff is going to go crazy
listening to Bach's Toccata and Fugue in D Minor, the
music played during the game. Well, they'd better get
used to it. I have the feeling they're going to be hear-
ing it for some time to come. D
Li;co Computer Marketing & Consultants
TOLL FREE 800-233-8760
TO ORDER
CALL us
'n PA 1 717-327-1824
MANNESMANN
TALLY
SPIRIT 80 S299.00
MTL-160L $559,00
MTL-180L $775.00
NEC
NEC8023 S369.00
NEC8025 S699.00
PRINTER
INTERFACING
AVAILABLE FOR COMMODORE
VIC. APPLE, ATARI. IBM-PC.
TRS-80. Tl. AND OTHERS
PRINTING PAPER
3000 SHEETS
FANFOLD $42.75
1000 SHEETS
FANFOLD S19,7S
1000 SHEETS LETTER,,, $21, 95
200 SHEETS LETTER $8,99
150 RAG STATIONERY, ,,$10,99
MAILING LABELS (1 in) ,,,$9.75
14x11 1000 FANFOLD, ,,$24. 75
STAR
SAVE — PRINTERS
MICRONICS
GEMINI 15X $379 00
DELTA 10 $449.00
DELTA 15 S525.00
RADIX 10 $575.00
RADIX 15 $675 00
POWERTYPE SCALL
SWEETP(Modell00l ...$549.00
STX80 $149.00
GEMINI 10X$259.00
CITOH
GORILLA GXIOO
GORILLA SERIAL
PROWRITER 8510
PROWRITER II
8600
STARWRITER
PRINTMASTER
SHEET FEEDER
620
630
8510 SP
(510 SCP
AID LETTER QUAL
SI 69 00
$199 00
S335 00
S575 00
S899 00
$999 00
SI 299 00
S4 2 5 00
$929 00
SI 699 00
S499 00
S559 00
S499 00
EPSON
RX-80 S269.00 I
RX-80FT $299,00
FX-80 S439.00
FX-100 5639,00 |
OK I DATA
80 $199,00
82A $299,00
83A $569.00
84 $959,00
92 $409.00
MODEMS
ANCHOR MARK I $45,75
ANCHOR MARK II $45.95
HAYES SMART $239.00
HAYES MICRO II S3 09.0O
DISKETTES
ELEPHANT
5V," SSSD $16,75
SVV SSDD $19.95
S'A" DSDD $25.95
MAXELL
51/4" MD-1 $24.75
5Va" MD-2 $34,75
CERTRON
CASSETTES
CC-101121 $15,99
_CCjO(12) $17,99
DUST COVERS
1200 S3, 99
810 $3,99
600 XL $5,99
800XL $5,99
1050 $5,99
1010 $5,99
PROWRITER $5,99
GEMINI 10X $5,99
PERCOM $5,99
EPSON $5,99
RANA $5.99
VIC 64/20 $5 99
VIC 1541 $5.99
I KOALA TOUCH TABLET. . , . $69,75
WICO
COMMODORES ATARI
JOYSTICK $16,75
RED BALL 818,75
BOSS JOYSTICK $12,75
TRACK BALL $32,75
12 FT EXT CORD S6,95
Tl ADAPTER $9.95
APPLE ANALOG $34.75
IBM-PC ANALOG $34.7 5
MIC ROB IT 1000c $129.00
CAT $144.00
D-CAT $155.00
J-CAT $1 15 00
APPLE CAT II $279 00
21 2 APPLE CAT $589.00
ATARI
8OOXL CALL
1450XL CALL
1050 DRIVE $299.00
1027 PRINTER CALL
1025 PRINTER $299 00
1020 PRINTER $21900
1010 RECORDER $74 00
COMPUTER
CARE
BIB
DISK DRIVE CLEANER
COMPUTER CARE KIT
$12.75
$19 75
NORTRONICS
DISK DRIVE CLEANER
WITH SOFTWARE FOR
IBM-PC. ATARI. VIC.
APPLE, i Tl $29.75
DISK CLEANER REFILLS ,..$14.75
CASS DRIVE CLEANER $9.95
MEDIA BULK ERASER ...$46.75
MONITORS
SAKATA COLOR $249.00
TAXANGREEN $119.00
TAXAN AMBER $129.00
TAXAN RGB
COMPOSITE $289.00
ZENITH AMBER $105 00
ZENITH GREEN $88.00
GORILLA GREEN $88.00
GORILLA AMBER $95 00
NEC JB1260 $99.00
NEC JB1205 $145.00
NEC JB1215 COLOR $269 00
AMDEK GREEN $145.00
AMDEK AMBER $149.00
AMDEK COLOR 1 . . $289 00
ATARI
PACMAN $29.75
DONKEY KONG $29.75
DIG DUG $29.75
DEFENDER $29.75
CENTIPEDE $29.75
DEADLINE $34.75
ENCHANTER $34.75
INFIDEL $34.75
PLANETFALL $34.75
STAR CROSS $34.75
SUSPENDED $34.75
WITNESS $34.75
ZORK I $34.75
ZORK II $34.75
ZORK III $34.75
BUSINESS
VISICALC $159.75
LETTER PERFECT $89.75
LETTER PERFECT R $89.75
DATA PERFECT $89.75
FILE MANAGER $69.75
HOME FILE MGR $69.75
BOOKKEEPER $19.75
C.R.I.S $1 19.75
TEXT WIZZARD $34.75
SPELL WIZZARD $34.75 |
SPINNAKER
STORY MACHINE R $26.75 I
FACE MAKER R $24.75
KINDEROMP R $20.75
FRACTION FEVER R $24.75
DELTA DRAWING R $26.75 |
PARKER BROTHERS
TUTANKHAM R $33 75 I
SUPER COBRA R $33.75 |
ASTRO CHASE R $33.75
FROGGER R $33.75
Q BERT R $33.75
POPEYE R $33.75
RISKR $42.75
CHESS R $42 75
DISK DRIVES PERCOM
AT8851 $249,001
AT8851PD $299.00|
ADD-ON DRIVES CALL I
AT 88 DOUBLER $11 9.00 |
TRACK DRIVES
AT-D2 $329.00
AT-D2 TURBO PAK $22.95
AT-DH CALL
PRINTER CABLE $22.95
INNOVATIVE
CONCEPTS
FLIP-N-FILE 10 $3.75
FLIP-N-FILE 15 $8.95
FLIP-N-FILE 25 $18.95
FLIP-N-FILE 50 $17.75
FLIP-N-FILE(Rom Holder). . . $1 7.75
RANA 1 000
INDUS GT..
.$299
.$315
CONCORD
ATARI 176K MASTER
ATARI 348K MASTER.
$289.00
$369 00
ATARI ADDON DRIVES .$CALL
TO ORDER
VISA
CALL TOLL FREE
800-233-8760
or send order to
Lyco Cornputer
P O Box 5088
Customer Service 1-71 7-327-1825 Jersey Shore PA 1 774C
POLICY
In stock Items shipped wittlin 24 hours o( order Personal
checks require lour weeks clearance belore shipping No
deposilonCOO orders Free shipping on prepaid cash orders
within the continental U S PA residents add sales tax All
products subject to availability and price change Advertised
prices show 4 - discount ottered lor cash add 4 ■ lor Master
Card or Visa DEALER INQUIRIES INVITED
CIRCLE #135 ON READER SERVICE CARD
ISSUE 22
ANALOG COMPUTING
PAGE 91
The
Reading
Program
16K Cassette or 24K Disk
by Ed Rybczyk
Reading comprehension can be improved through
drill and practice, especially for primary grade school
children. The computer, when matched with appro-
priate software, can be used for this purpose. Rein-
forcement to correct responses can be immediate, with
sound added to include another sensory reinforcer.
One of the problems with programs on the market
is their inability to alter the program, once the ini-
tial routines are learned. The Reading Program is
designed to be altered by simply changing the DATA
statements.
Be creative.
We, as parents, often make up short stories for our
children and then ask questions to check for under-
standing. Place those stories and questions in the
DATA statements, and your children can enjoy them
again and again.
After the opening screen and music, the instruc-
tion screen is shown. Next the short story screen
comes up and remains in place until RETURN is
pressed. This allows the child to take whatever time
is necessary for reading.
The screen wipes clean, and the first question is
shown in the text window. If the response is correct,
the next question is shown. However, if the response
is incorrect, the story is shown again, and the ques-
tion repeated. After a third incorrect answer, the cor-
rect answer is shown. Correct responses are rewarded
with a musical salute. There is no scoring routine in
this program, but one could be added by placing a
counter in the musical salute and adding a screen be-
fore the closing routine. The BREAK key is turned
off during the main loop to prevent accidental inter-
ruption.
A bit of caution is necessary about placing your
short story in the DATA statements. Exactly eight
DATA lines are needed for correct program operation,
and no single DATA line can be more than nineteen
characters long. If less than eight DATA lines are
necessary to tell the story, fill the remainder of the
eight with blank DATA statements. Immediately af-
ter the eighth DATA statement, place your question,
followed by a comma and then the correct response.
You can ask as many or few questions as you desire.
The questions and answers should not be more than
35 characters. However, the last question must be fol-
lowed by DATA NONE,|vIONE. This statement is
used as a flag for the next i story decision loop. Leave
the Line 9999 DATA statement as is. This statement
is the flag for the OUT OF DATA routine. This
should be the last line in your program.
PAGE 92
ANALOG COMPUTING
ISSUE 22
Program routines.
Line
Function
2 '60
Opening graphics
65 ' 80
Opening music
85 ' 99
Instruction screen
100 ' 200
Main routine
210 ' 220
Next story decision loop
600 - 610
Musical salute
800 - 810
Out of data screen
820
Closing graphics
915 ' 929
Closing music
1000 ' 1070
Story #1
1080 ' 1120
Questions for story #1
1130
Decision flag
1140 - 1210
Story #2
1220 ' 1260
Questions for story #2
1270
Next story decision flag
1280 - 1350
Story #3
1360 ' 1400
Questions for story #3
1410
Next story decision flag
9999
Out of data flag
Feel free to alter and modify the program to suit
your needs. D
BASIC listing.
1 RF.M THE REftOING PROGRAM
2 REM BY ED RYBCZYK
3 REM ANALOG COMPUTIMG
4 DIM P^tlJ
5 FOR G=23 TO 18 5TEP -1
10 GRAPHIC'S G
20 POSITIOM 6,3:? n6;"welcoMe"
25 FOR L=l TO 20:I1EXT L
30 P05ITI0M 8,5:? tt6;"t0"
35 FOR L-1 TO 28:HEXT L
40 POSITION 4,7:? tt6;"'THE READING"
45 FOR Lrl TO 20: NEXT L
50 POSITION 6,^:? «6; "PROGRAM"
55 FOR L-l TO 20: NEXT L
60 NEXT G
65 FOR N0TE=1 TO 16: READ P,D: SOUND 0,P
,18,10:F0R M=l TO D/l.5;NEXT M:NEXT NO
TE:REM P=PITCH,D=DURATION
78 DATA 121,240,81,480,91,60,56,60,188
, 60 , 60 , 240 , 81 , 488 , 91 , 68 , 96 , 60
75 DATA 108,120,68,240,81,480,91,60,96
,60,91,60,108,728
80 S8UND 8,8,0,0
85 GRAPHICS 1:SETC0L0R 4 , 12, :SETCOLOR
2,12,8
86 POSITION 1,4:? «6;"V0U HEAD THE STO
RY.":P0SITI0N 1,8:? tt6;"i"H ask quest
ions."
98 POSITION 1,12:? «6;"Y0U TYPE ONE WO
RD ANSWERS ."
95 ? "PRESS laMDEE WHEN READY .": INPUT
P$
99 RESTORE 1088
180 DIM A5C20J ,BSC20} .CS<20},D5<20J,ES
C28> ,FSt28} ,651283 ,HSit2e> ,«UES5t40) , AN
S5(18J ,AN5(10J ,AA5C1)
118 GRAPHICS llSETCOLOR 2 , 8, 8 : SETCOLOR
4,8,0:ED=0
112 POKE 16,112:P0KE 53774,112
120 READ A5,B5,CS,D5,ES,FS,GS,HS
124 IF AS="END" then 800
130 POSITION 1,1:? «6;a5: POSITION 1,3:
? «6;8S: POSITION 1,5:? «t6;c5: POSITION
1,7:? «6;D5
148 POSITION 1,9:? tl6;E$: POSITION 1,11
:? 116 ;F5: POSITION 1,13:? fl6;G5:P0SITI0
N 1,15:? tt6;H$
144 ? "READ THE STORY AND PRESS l:l^ill:i:i
":? "WHEN READY TO ANSWER QUESTIONS.":
INPUT AA5
150 READ QUES$,ANS5:ED=0
152 IF «UESS="NONE" THEN 210
168 ED=ED+1
162 IF ED=1 THEN GRAPHICS 1: SETCOLOR 2
,8,0:SETC0L0R 4,8,8
164 IF ED=2 THEN POSITION 1,1:? tt6;A5:
POSITION 1,3:? tt6; 85: POSITION 1,5:? »6
;C5: POSITION 1,7:? 116 ;D5
166 IF ED=2 THEN POSITION 1,9:? «6;E5:
POSITION 1,11:? tt6;F5: POSITION 1,13:?
«6;G5:P0SITI0N 1,15:? tt6;H5
168 IF £D=4 THEN ? :? "THE CORRE CT ANS
WER IS ";ANS5:? :? "PRESS (3111133 WHEN
READY"; :INPUT AA5:G0T0 150
170 ? :? QUES5:: INPUT AN5
190 IF AN5=ANS5 THEN ? "YOU'RE RIGHT M
!":GOSUB 600: GOTO 150
280 IF AN50ANS5 THEN ? "NO, THAT'S NO
T CORRECT.":? "READ THE STORY AGAIN.":
GOTO 160
218 ? :? :? :? "DO YOU WANT ANOTHER ST
OHY"; :INPUT P$
212 IF P5="Y" THEN 110
214 IF P5="H" then 828
220 IF P5<>"Y" AND P5<>"N" THEN 210
688 SOUND 0,121, 10, lOlSOUND 1,96,10,10
:SOUND 2,81,10,10:S0UND 3,60 , 10, 10 : FOR
X=l TO 500: NEXT X
610 FOR J=0 TO 3:S0UND J,0,e,e:NEXT J:
RETURN
888 GRAPHICS 1+16 :SETCOLOR 4,3,0:P0SIT
ION 5,4:? tl6;"I'M SORRY!"
(Listing continued on next page.)
^
^
ATTENTION SMALL BUSINESS OWNERS
Introducing
THE INVOICER
By
MiccaSoft
Don't pay $200 or more for a comparable package. THE
INVOICER is designed for the small business that is on
its way up. It is for the business person who wants a
faster and easier way of invoicing orders at a reasonable
cost. It is so easy to use that anyone can print an
invoice.
THE INVOICER uses preprinted invoices. It includes
features such as optional letterhead formatting, auto-
feeding, automatic tax calculation, automatic totaling
and summary totals.
THE INVOICER is available for the Commodore, ATARI,
PC and PC Jr. The program requires 48K and a Disk
Drive.
$39.95
Dealer Inquiries Welcome
VISA, MC, Check or Money Order
Please specify type of computer.
^
MiccaSoft
406 Windsor
New Braunfeis, TX 78130
(512)629-4341
CIRCLE #132 ON READER SERVICE CARD
ISSUE 22
ANALOG COMPUTING
PAGE 93
8ie POSITION 4,8:? we; "I DOH'T KNOM":P
05ITI0H 2,12:? tt6;"ANY MORE 5T0RIE3.":
FOR X=l TO 1500:NEKT H
820 ? »6;"H": POSITION 5,16:? tl6;"BYE B
YE I I "
915 RESTORE 927
916 REftD DURATION :IF DURATI0N=-1 THEN
GRAPHICS OlEND
917 DURATI0N = INT(I>URATI0N«3e)
918 READ PITCH: IF PITCH^O THEN 920
919 PITCH=PITCH»3
920 SOUND 0, PITCH, 10, 8
921 SOUND 1,PITCH+1,10,8
922 FOR U=l TO DURATION : NEXT M
923 SOUND 0,0,0,0
924 SOUND 1,0,0,0
925 FOR H=l TO 3: NEXT M
926 GOTO 916
927 DATA 2,47,2,60,1,81,3,60,2,47,2,60
,1,53,3,53,2,47,2,60,1,45,2,45,1,45
928 DATA 1,47,1,47,1,53,1,53,3,60,1,8,
1.5,47, .5,53,1,60,1,53,1,47,1,47,2,47,
1,53,1,53,2,53
929 DATA 1 , 47, 1, 40, 2, 40, 1 . 5, 47, . 5, 53, 1
,60,1,53,1,47,1,47,2,47,1,53,1,53,1,47
,1,53,3,60,1,0,-1
1000 DATA BILL AND MARY HENT
1010 DATA TO THE STORE TO BUY
1020 DATA APPLES. THEIR DOG
1030 DATA KING HENT ALONG.
1640 DATA THEIR MOTHER MANTED
1850 DATA TO BAKE A PIE. BILL
1060 DATA LIKED APPLE PIE BUT
1070 DATA MARY DID NOT.
1080 DATA NHAT IS THE DOG'S NAME, KING
1090 DATA WHERE DID BILL AND MARY GO,S
TORE
1100 DATA MHAT DID BILL AND MARY BUY, A
PPLES
1110 DATA WHO DID NOT LIKE APPLE PIE,M
ARY
1120 DATA WHO WENT WITH BILL AND MARY,
KING
1130 DATA NONE, NONE
1140 DATA THE CIRCUS CAME TO
1150 DATA TOWN. DAD AND ADAM
1160 DATA WENT TO THE CIRCUS.
1170 DATA ADAM LIKED THE LION
1180 DATA BUT WAS AFRAID OF
1190 DATA THE BEARS. ADAM ATE
1200 DATA CANDY. THEY HAD FUN
1210 DATA THAT SUMMER DAY.
1220 DATA
1230 DATA
RCUS,DAD
1240 DATA
S
1250 DATA
1260 DATA
1270 DATA
1280 DATA
1290 DATA
1300 DATA
1310 DATA
1320 DATA
1330 DATA
1340 DATA
1350 DATA
1360 DATA
CER
1370 DATA
1380 DATA
STRIKER
1390 DATA
S, PARTY
1400 DATA
1410 DATA
9999 DATA
WHAT CAME TO TOWN, CIRCUS
WHO WENT WITH ADAM TO THE CI
WHAT WAS ADAM AFRAID OF, BEAR
WHAT DID ADAM LIKE, LION
WHAT DID ADAM EAT, CANDY
NONE, NONE
KURT'S SOCCER TEAM
IS THE WILDCATS,
HIS POSITION IS
STRIKER. THE TEAM
BEAT THE LIONS 2-0.
BRETT SCORED BOTH
GOALS. THEY HAD A
PARTY AFTERWARDS.
WHAT SPORT DID KURT PLAY,SOC
WHO SCORED THE GOALS, BRETT
WHAT POSITION DID KURT PLAY,
WHAT DID THEY HAUE AFTERWARD
WHO DID THEY BEAT, LIONS
NONE, NONE
END, A, A, A, A, A, A, A
CHECKSUM DATA.
(see page 4i)
1 DATA 874,89,465,361,972,198,585,966,
638,968,667,970,130,972,380,9235
65 DATA 83,119,29,281,995,670,63,331,1
39,76,597,719,464,41,707,5314
140 DATA 35,368,293,739,432.381,238,73
0,888,538,288,558,77,801,814,7180
220 DATA 197,380,931,83,408,298,222,21
9,2,746,404,148,161,242,94,4535
924 DATA 98,75,736,709,211,452,91,815,
762,453.947,688,843,88,207,7175
1090 DATA 616,163,592,719,861,950,894,
977,912,637,692,700,551,818,333,10415
1240 DATA 324,525,493,868,86,401,603,7
18 , 694 , 770 , 471 , 863 , 812 , 976 , 527 , 9131
1390 DATA 408,494,868,367,213?
USE MODEMS & RS-232 PERIPHERALS
DIRECTLY WITH YOUR ATARI!
R-Verter
SERIAL BUS MODEM ADAPTOR
Compatible with —
• Anchor Automation (including
Volksmodem^'^ — no cable required)
• Hayes • Novation • and Others
Comes with Software —
Including Smart Terminal
Emulator (with X Modem) and
"R:" Handler
Wor[<s with
Also Offering - /IVTERFAST-/''*
Buffered Printer Interface —
• 4K Buffering - Programmable - Print
Custom Character Sets • Easy to use
• Compatible with all Software
ONL Y $129.95!
Atari 400™;600XL™;
800™; 800XL'
I ADVAKiCED INTERFACE DEVICES |
P. O. Box 2188
Melbourne, Fl. 32902
(305) 676-1275
CIRCLE #133 ON READER SERVICE CARD
If you are j^erious about personal finance...
Budget Forecast- 26 expense categories
Check Entry- easy data entry- scan & modify
26 major & 36 sub-categories -information blocit
Check Search-single or multiple parameters-
(up to seven) to search entries
Tabulations- detailed expense vs. budget
comparisons by month, year-to-date, category
Bar Graphs- screen displays in graph form
expenses vs. budget- by month or category-
printing with graphic capable printers
Check Reconciliation -fast clearing of resident
checks & deposits, complete summary report
Checkwriter- prints your custom checks
Printouts- most popular printers
Multi-Colored Graphics • Audio Enhancements
7 Utility Programs • User- Friendly Operation
Easy To Use instruction Manual • Audit Report
Handsome Tinted Plastic Storage Case
COMPUTE!
Ihe leading Mogcntne Of Home, Educational. And Recreational Compating
In a feature editorial.
"If you want to use a finance system, but
don't want to spend several days trying to
learn how to use one, then A Financial
Wizard by Computari may be just what
you need."
"The illustrated manual that comes with
this program is clear, direct, and very
thorough."
"It appears that this finance system was
designed to achieve the best and most
comfortable working relationship between
the user and the program."
"The check entry routine is the most
attractive feature of this finance system.
Data prompts are very clear and the cate-
gory item names are displayed at all times
during data entry for your convenience."
"The file search capabilities of this
program are superior. You are offered
seven ways to look up the checks."
"The system is disk intensive. All data is
saved automatically and immediately
following all routines that either enter data
or modify it."
"Scanning your entries is made possible
by pressing START. You can see records
very quickly this way."
"This is an excellent finance system-
entertaining, accurate, and fun to use."
Computari's
A Financial Wizard 1.5
The logical choice.
The system is designed for Atari computers having a minimum of 32K
and operating from a disk drive. The cost is only $59.95 plus $3 for
handling/postage.
If your dealer does not have A Financial Wizard . . . Telephone orders
are accepted on Mastercharge or Visa credit cards. Mail order must be
accompanied by check or money-order or credit card #.
K^ B m K^ ^^:j^^J ^^Ji '>*'^'^'^l'^ '^ ATARI COMPUTER OWNERS
Analog Magazine in a
comprehensive study of
personal finance systems
for Atari ^computers.
"A Financial Wizard from Computari is by
far the best of these programs and will be the
standard of comparison for the others."
"The check entry mode is easy to use. . . "
"The way a Financial Wizard handles your
tabulations is excellent. You can chart your
actual expenses vs. your budget by month, by
category or year to date."
". . .where it really outshines the rest is in the
check reconciliation."
"In effect it gives you your bank statement on
the screen, a complete list by month of all
your checks and deposits."
"A Financial Wizard has one disk that does
everything. . ."
"Graphics, while really not a factor in the
quality of programs of this type, do make
your budgeting chores a little more pleasant.
Again A Financial Wizard comes out on top."
"Everything about this program is excellent. . ."
Anile
W^^W Ti,r ATARI R,-,„u„r
In a Report from Antic.
"Like most Atarians, I am captivated by
the graphic, color and sound capabilities
of my machine. Nothing quite discourages
me more than to boot up an applications
program (pergonal, business, etc.) and to
be presented with the standard graphic 'o'
white characters on a blue screen.
Of course the usefulness and effectiveness of
a program is of primary importance. How-
ever, enhancing the dullest of applications
programs with some of Atari's charms, is a
great asset. A Financial Wizard, a personal
finance program by Computari's Bill
McLachlan, is an excellent example of an
applications program that integrates many
of the Atari's features into a well conceived
and executed program."
"The use of color and sound in the data
input prompts and error checking routines
are so well done that it's quite simple to
boot up the disk, follow along with the
very clear documentation, and be 'up and
running' in short order."
"I give A Financial Wizard high marks in
ease of use, documentation and perfor-
mance. If a disk-based home finance
package is in your future. The Wizard
should gel serious consideration."
Dealer inquiries invited,
"trademark of Atari Inc.
CIRCLE #134 ON READER SERVICE CARD
OK residents ad 4% Tax.
Exclusively thru
nni I inic
ui\i I- mi I-
COMPUTER CENTERS of OKC "•
(405)751-7925
10944 North May, Oklahoma City, OK 73120
n CHECK ENCLOSED □ VISA D MASTERCHARGE
NAME (Print)
Address
City
State
Card #
Zip.
Exp..
Signature.
ISSUE 22
ANALOG COMPUTING
PAGE 95
Do you subscribe to ANALOG
Computing on disk or cassette?
... if not, then
you should.
Since issue 1,
ANALOGS
cassette
and disk
subscriptions
have eliminated
the need for you
to spend hours
typing in
programs from
the magazine.
All of the
programs in the
magazine are on
the cassette and
disk versions.
1 year (12 issues) on
cassette. $90.00,
disk, $130.00;
V2 year (6 issues)
cassette, $48.00,
disk, $72.00.
ANALOG COMPUTING
Issue #22
^
1
To subscribe on cassette or disk,
send check or money order to:
CASSETTE SUBSCRIPTION
or
DISK SUBSCRIPTION
P.O. BOX 615
HOLMES, PA 19043
For Fastest Service,
Call Our Toll-Free
US Order Line
800-345-8112
In Pennsylvania call 800-662-2444
PAGE 96
ANALOG COMPUTING
ISSUE 22
INDEX TO ADVERTISERS
133 Advanced Interface 93
122 Allen Macroware 58
110 ALOG Computing 30
153 ANALOG Publishing 90, IBC
123 Astra Systenns 58
101 Atari Inc IPC
103 Axion 8
117 C.A.P Software 32
120 CDY Consulting 54
112 Computability 33
134 Computari 94
104 Connputer Creations 12
136 Computer Games Plus 5
140 Computer Image 70
131 Computer Palace 88
109 Datasoft 24
108 Eastern House 20
121 Eclipse 56
116 Future Tech 46
125 Happy Computing 35
p
This index is an additional service. While every effort is made to provide a complete
READER
SERVICE #
ADVERTISER
PAGE#
102 Infocom 2
129 Lateral Software 84
137 Lotsa Bytes 6
135 Lyco 90
132 Micca Enterprises 92
147 Mighty Byte/Spartan 64
106 Miles Computing 17
141 New Horizon Software 71
107 Non-Standard Magic 20
130 PC Gallery 87
105 Programmers Workshop 16
113 RAM Computer Center 38
114 Sar-An 40
117 Soft Sectre 51
118 Southern Software 51
119 Superware 6, 51
127 Tiny Tek 76
127 Walling Co 76
128 Wedgwood Rental 78
115 Xlent Software 46
and accurate listing, the publisher cannot be responsible for inadvertent errors.
Maniac!
Stuntman
Fill 'Er Up
<&
''Jt *<5 ^
" 1 fl: 33 I e
Dino Battle
■X Pttvs xa
■X T pfivs as
PAYS se
* « * PAY} 7e
4 I- * PftYS »e
■i ■§ ■ pftvs le*
HIK BARS PAYS 188
S B S PAYS 258
,' PAYS 2000
Co/oT S/ot Machine
Cubes
Where can you get all of these programs
(and dozens more!) for only $14-95?
Triple Threat Dice
"ML:
'Y-j|riiiM=
Wmmr^^.. ninwlMl «
3'D Graphs
Sphere Demo
I. - 5rT5 PCM SIZE TO LODGE
M " >CT5 PCM SIZE TO HF.DIUH
•i %€!% PCM SIZE TO t.MOl I,
r '.CT5 PCM TO CRftSt MClDf
SETS PCM TO DRAH Mfl&f
MrLP... LISTS THE COMt
STARTIMf. POIMT FOR Fl^.
■/ EHDIMf. POTMT FOR FILt
F FILLS THE «REft HJTH COLOR
r. CHAMbES BACK&RaUMD COLOR
I CHONGCS BACKbROUHD ZNTFM^ITV
R - CHANCES PCM BRICHTMCSS
CLCAR< - CLEARS THE 5CRECM
CTBt-L - LOADS PICTURE FROM lAPC
CTRL-5 - SAVES PICTURE TO TAPE
CTRL-M - EMITS PROGRAM
Leprechawa King
Sketch Pad
Harvey Wallbanger
':'■. -m
From the editors of
A.N.A.L.O.G. Computing
FI^FILDG
COMPENDIUM
The best ATARI® Home Computer Programs from the first ten issues of A.N.A.L.O.G. Computing Magazine.
m ATARI<
The ANALOG Compendium is available at selected book and computer stores; or you can order it direct. Send
a chieck or money order for $14.95 + $2 shipping and handling to: ANALOG Compendium, P. O. Box 615, Holmes
PA 19043
Or you can order by phone with MasterCard or VISA. Call toll free: 1-800-345-8112 (in PA call
1-800-662-2444). For orders outside the U.S., add an additional $5 air mail, $2 surface.